X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Fgame.c;h=91c8841ab9657c815e9cdb87359febc4adf9b0d7;hp=fb479b0e964d2086a206fd79e217ab23fc2ae3fb;hb=86b0ea5594dc5a9db7ac5d71fa2b7487a4fc1f9d;hpb=d93da39940cf3a69a4ceae6f212170784c0032c8 diff --git a/src/game.c b/src/game.c index fb479b0e..91c8841a 100644 --- a/src/game.c +++ b/src/game.c @@ -14,9 +14,9 @@ #include "libgame/libgame.h" #include "game.h" +#include "init.h" #include "tools.h" #include "screens.h" -#include "init.h" #include "files.h" #include "tape.h" #include "network.h" @@ -89,8 +89,65 @@ #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value)) #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value)) +/* values for other actions */ +#define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED) + #define INIT_GFX_RANDOM() (SimpleRND(1000000)) +#define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \ + RND(element_info[e].push_delay_random)) +#define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \ + RND(element_info[e].move_delay_random)) + +#define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + (condition) || \ + (DONT_COLLIDE_WITH(e) && \ + IS_FREE_OR_PLAYER(x, y)))) + +#define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + (condition))) + +#define ELEMENT_CAN_ENTER_FIELD(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0) + +#define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \ + ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID)) + +#define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \ + ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID)) + +#define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y)) + +#define YAMYAM_CAN_ENTER_FIELD(x, y) \ + (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \ + Feld[x][y] == EL_DIAMOND)) + +#define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \ + (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \ + IS_FOOD_DARK_YAMYAM(Feld[x][y]))) + +#define PACMAN_CAN_ENTER_FIELD(x, y) \ + (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \ + IS_AMOEBOID(Feld[x][y]))) + +#define PIG_CAN_ENTER_FIELD(x, y) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + IS_FOOD_PIG(Feld[x][y]))) + +#define PENGUIN_CAN_ENTER_FIELD(x, y) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \ + IS_FOOD_PENGUIN(Feld[x][y]) || \ + Feld[x][y] == EL_EXIT_OPEN || \ + Feld[x][y] == EL_ACID)) + +#define MOLE_CAN_ENTER_FIELD(x, y, condition) \ + (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition))) + +#define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y)) +#define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y)) + /* game button identifiers */ #define GAME_CTRL_ID_STOP 0 #define GAME_CTRL_ID_PAUSE 1 @@ -109,6 +166,12 @@ static void CloseAllOpenTimegates(void); static void CheckGravityMovement(struct PlayerInfo *); static void KillHeroUnlessProtected(int, int); +static void TestIfPlayerTouchesCustomElement(int, int); +static void TestIfElementTouchesCustomElement(int, int); + +static boolean CheckTriggeredElementChange(int, int, int, int); +static boolean CheckElementChange(int, int, int, int); + static void PlaySoundLevel(int, int, int); static void PlaySoundLevelNearest(int, int, int); static void PlaySoundLevelAction(int, int, int); @@ -144,59 +207,228 @@ static void RunTimegateWheel(int x, int y); struct ChangingElementInfo { - int base_element; - int next_element; + int element; + int target_element; int change_delay; void (*pre_change_function)(int x, int y); void (*change_function)(int x, int y); void (*post_change_function)(int x, int y); }; -static struct ChangingElementInfo changing_element_list[] = +static struct ChangingElementInfo change_delay_list[] = { - { EL_NUT_BREAKING, EL_EMERALD, 6, NULL, NULL, NULL }, - { EL_PEARL_BREAKING, EL_EMPTY, 8, NULL, NULL, NULL }, - { EL_EXIT_OPENING, EL_EXIT_OPEN, 29, NULL, NULL, NULL }, - - { EL_SWITCHGATE_OPENING, EL_SWITCHGATE_OPEN, 29, NULL, NULL, NULL }, - { EL_SWITCHGATE_CLOSING, EL_SWITCHGATE_CLOSED, 29, NULL, NULL, NULL }, + { + EL_NUT_BREAKING, + EL_EMERALD, + 6, + NULL, + NULL, + NULL + }, + { + EL_PEARL_BREAKING, + EL_EMPTY, + 8, + NULL, + NULL, + NULL + }, + { + EL_EXIT_OPENING, + EL_EXIT_OPEN, + 29, + NULL, + NULL, + NULL + }, + { + EL_SWITCHGATE_OPENING, + EL_SWITCHGATE_OPEN, + 29, + NULL, + NULL, + NULL + }, + { + EL_SWITCHGATE_CLOSING, + EL_SWITCHGATE_CLOSED, + 29, + NULL, + NULL, + NULL + }, + { + EL_TIMEGATE_OPENING, + EL_TIMEGATE_OPEN, + 29, + NULL, + NULL, + NULL + }, + { + EL_TIMEGATE_CLOSING, + EL_TIMEGATE_CLOSED, + 29, + NULL, + NULL, + NULL + }, - { EL_TIMEGATE_OPENING, EL_TIMEGATE_OPEN, 29, NULL, NULL, NULL }, - { EL_TIMEGATE_CLOSING, EL_TIMEGATE_CLOSED, 29, NULL, NULL, NULL }, + { + EL_ACID_SPLASH_LEFT, + EL_EMPTY, + 8, + NULL, + NULL, + NULL + }, + { + EL_ACID_SPLASH_RIGHT, + EL_EMPTY, + 8, + NULL, + NULL, + NULL + }, + { + EL_SP_BUGGY_BASE, + EL_SP_BUGGY_BASE_ACTIVATING, + 0, + InitBuggyBase, + NULL, + NULL + }, + { + EL_SP_BUGGY_BASE_ACTIVATING, + EL_SP_BUGGY_BASE_ACTIVE, + 0, + InitBuggyBase, + NULL, + NULL + }, + { + EL_SP_BUGGY_BASE_ACTIVE, + EL_SP_BUGGY_BASE, + 0, + InitBuggyBase, + WarnBuggyBase, + NULL + }, + { + EL_TRAP, + EL_TRAP_ACTIVE, + 0, + InitTrap, + NULL, + ActivateTrap + }, + { + EL_TRAP_ACTIVE, + EL_TRAP, + 31, + NULL, + ChangeActiveTrap, + NULL + }, + { + EL_ROBOT_WHEEL_ACTIVE, + EL_ROBOT_WHEEL, + 0, + InitRobotWheel, + RunRobotWheel, + StopRobotWheel + }, + { + EL_TIMEGATE_SWITCH_ACTIVE, + EL_TIMEGATE_SWITCH, + 0, + InitTimegateWheel, + RunTimegateWheel, + NULL + }, - { EL_ACID_SPLASH_LEFT, EL_EMPTY, 8, NULL, NULL, NULL }, - { EL_ACID_SPLASH_RIGHT, EL_EMPTY, 8, NULL, NULL, NULL }, + { + EL_UNDEFINED, + EL_UNDEFINED, + -1, + NULL, + NULL, + NULL + } +}; - { EL_SP_BUGGY_BASE, EL_SP_BUGGY_BASE_ACTIVATING, 0, - InitBuggyBase, NULL, NULL }, - { EL_SP_BUGGY_BASE_ACTIVATING,EL_SP_BUGGY_BASE_ACTIVE, 0, - InitBuggyBase, NULL, NULL }, - { EL_SP_BUGGY_BASE_ACTIVE, EL_SP_BUGGY_BASE, 0, - InitBuggyBase, WarnBuggyBase, NULL }, +struct +{ + int element; + int push_delay_fixed, push_delay_random; +} +push_delay_list[] = +{ + { EL_SPRING, 0, 0 }, + { EL_BALLOON, 0, 0 }, - { EL_TRAP, EL_TRAP_ACTIVE, 0, - InitTrap, NULL, ActivateTrap }, - { EL_TRAP_ACTIVE, EL_TRAP, 31, - NULL, ChangeActiveTrap, NULL }, + { EL_SOKOBAN_OBJECT, 2, 0 }, + { EL_SOKOBAN_FIELD_FULL, 2, 0 }, + { EL_SATELLITE, 2, 0 }, + { EL_SP_DISK_YELLOW, 2, 0 }, - { EL_ROBOT_WHEEL_ACTIVE, EL_ROBOT_WHEEL, 0, - InitRobotWheel, RunRobotWheel, StopRobotWheel }, + { EL_UNDEFINED, 0, 0 }, +}; - { EL_TIMEGATE_SWITCH_ACTIVE, EL_TIMEGATE_SWITCH, 0, - InitTimegateWheel, RunTimegateWheel, NULL }, +struct +{ + int element; + int move_stepsize; +} +move_stepsize_list[] = +{ + { EL_AMOEBA_DROP, 2 }, + { EL_AMOEBA_DROPPING, 2 }, + { EL_QUICKSAND_FILLING, 1 }, + { EL_QUICKSAND_EMPTYING, 1 }, + { EL_MAGIC_WALL_FILLING, 2 }, + { EL_BD_MAGIC_WALL_FILLING, 2 }, + { EL_MAGIC_WALL_EMPTYING, 2 }, + { EL_BD_MAGIC_WALL_EMPTYING, 2 }, + + { EL_UNDEFINED, 0 }, +}; - { EL_UNDEFINED, EL_UNDEFINED, -1, NULL } +struct +{ + int element; + int count; +} +collect_count_list[] = +{ + { EL_EMERALD, 1 }, + { EL_BD_DIAMOND, 1 }, + { EL_EMERALD_YELLOW, 1 }, + { EL_EMERALD_RED, 1 }, + { EL_EMERALD_PURPLE, 1 }, + { EL_DIAMOND, 3 }, + { EL_SP_INFOTRON, 1 }, + { EL_PEARL, 5 }, + { EL_CRYSTAL, 8 }, + + { EL_UNDEFINED, 0 }, }; -static struct ChangingElementInfo changing_element[MAX_NUM_ELEMENTS]; +static unsigned long trigger_events[MAX_NUM_ELEMENTS]; -#define IS_AUTO_CHANGING(e) (changing_element[e].base_element != EL_UNDEFINED) +#define IS_AUTO_CHANGING(e) (element_info[e].change_events & \ + CH_EVENT_BIT(CE_DELAY)) +#define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0) +#define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \ + IS_JUST_CHANGING(x, y)) + +#define CE_PAGE(e, ce) (element_info[e].event_page[ce]) void GetPlayerConfig() { if (!audio.sound_available) - setup.sound = FALSE; + setup.sound_simple = FALSE; if (!audio.loops_available) setup.sound_loops = FALSE; @@ -207,7 +439,7 @@ void GetPlayerConfig() if (!video.fullscreen_available) setup.fullscreen = FALSE; - setup.sound_simple = setup.sound; + setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music); SetAudioMode(setup.sound); InitJoysticks(); @@ -264,60 +496,71 @@ static int getBeltDirFromBeltSwitchElement(int element) return belt_move_dir[belt_dir_nr]; } -static void InitField(int x, int y, boolean init_game) +static void InitPlayerField(int x, int y, int element, boolean init_game) { - switch (Feld[x][y]) + if (element == EL_SP_MURPHY) { - case EL_SP_MURPHY: - if (init_game) + if (init_game) + { + if (stored_player[0].present) { - if (stored_player[0].present) - { - Feld[x][y] = EL_SP_MURPHY_CLONE; - break; - } - else - { - stored_player[0].use_murphy_graphic = TRUE; - } + Feld[x][y] = EL_SP_MURPHY_CLONE; - Feld[x][y] = EL_PLAYER_1; + return; } - /* no break! */ - case EL_PLAYER_1: - case EL_PLAYER_2: - case EL_PLAYER_3: - case EL_PLAYER_4: - if (init_game) + else { - struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1]; - int jx = player->jx, jy = player->jy; + stored_player[0].use_murphy_graphic = TRUE; + } - player->present = TRUE; + Feld[x][y] = EL_PLAYER_1; + } + } - if (!options.network || player->connected) - { - player->active = TRUE; + if (init_game) + { + struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1]; + int jx = player->jx, jy = player->jy; - /* remove potentially duplicate players */ - if (StorePlayer[jx][jy] == Feld[x][y]) - StorePlayer[jx][jy] = 0; + player->present = TRUE; - StorePlayer[x][y] = Feld[x][y]; + if (!options.network || player->connected) + { + player->active = TRUE; - if (options.debug) - { - printf("Player %d activated.\n", player->element_nr); - printf("[Local player is %d and currently %s.]\n", - local_player->element_nr, - local_player->active ? "active" : "not active"); - } - } + /* remove potentially duplicate players */ + if (StorePlayer[jx][jy] == Feld[x][y]) + StorePlayer[jx][jy] = 0; - Feld[x][y] = EL_EMPTY; - player->jx = player->last_jx = x; - player->jy = player->last_jy = y; + StorePlayer[x][y] = Feld[x][y]; + + if (options.debug) + { + printf("Player %d activated.\n", player->element_nr); + printf("[Local player is %d and currently %s.]\n", + local_player->element_nr, + local_player->active ? "active" : "not active"); } + } + + Feld[x][y] = EL_EMPTY; + player->jx = player->last_jx = x; + player->jy = player->last_jy = y; + } +} + +static void InitField(int x, int y, boolean init_game) +{ + int element = Feld[x][y]; + + switch (element) + { + case EL_SP_MURPHY: + case EL_PLAYER_1: + case EL_PLAYER_2: + case EL_PLAYER_3: + case EL_PLAYER_4: + InitPlayerField(x, y, element, init_game); break; case EL_STONEBLOCK: @@ -463,6 +706,8 @@ static void InitField(int x, int y, boolean init_game) break; default: + if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element)) + InitMovDir(x, y); break; } } @@ -480,7 +725,7 @@ void DrawGameDoorValues() DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS, int2str(local_player->gems_still_needed, 3), FONT_TEXT_2); DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE, - int2str(local_player->dynamite, 3), FONT_TEXT_2); + int2str(local_player->inventory_size, 3), FONT_TEXT_2); DrawText(DX + XX_SCORE, DY + YY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2); DrawText(DX + XX_TIME, DY + YY_TIME, @@ -498,11 +743,15 @@ void DrawGameDoorValues() static void InitGameEngine() { - int i; + int i, j, k; + /* set game engine from tape file when re-playing, else from level file */ game.engine_version = (tape.playing ? tape.engine_version : level.game_version); + /* dynamically adjust element properties according to game engine version */ + InitElementPropertiesEngine(game.engine_version); + #if 0 printf("level %d: level version == %06d\n", level_nr, level.game_version); printf(" tape version == %06d [%s] [file: %06d]\n", @@ -511,6 +760,8 @@ static void InitGameEngine() printf(" => game.engine_version == %06d\n", game.engine_version); #endif + /* ---------- initialize player's initial move delay --------------------- */ + /* dynamically adjust player properties according to game engine version */ game.initial_move_delay = (game.engine_version <= VERSION_IDENT(2,0,1) ? INITIAL_MOVE_DELAY_ON : @@ -520,56 +771,166 @@ static void InitGameEngine() game.initial_move_delay_value = (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED); - /* dynamically adjust element properties according to game engine version */ + /* ---------- initialize changing elements ------------------------------- */ + + /* initialize changing elements information */ + for (i=0; i < MAX_NUM_ELEMENTS; i++) { - static int ep_em_slippery_wall[] = + struct ElementInfo *ei = &element_info[i]; + + /* this pointer might have been changed in the level editor */ + ei->change = &ei->change_page[0]; + + if (!IS_CUSTOM_ELEMENT(i)) { - EL_STEELWALL, - EL_WALL, - EL_EXPANDABLE_WALL, - EL_EXPANDABLE_WALL_HORIZONTAL, - EL_EXPANDABLE_WALL_VERTICAL, - EL_EXPANDABLE_WALL_ANY - }; - static int ep_em_slippery_wall_num = SIZEOF_ARRAY_INT(ep_em_slippery_wall); + ei->change->target_element = EL_EMPTY_SPACE; + ei->change->delay_fixed = 0; + ei->change->delay_random = 0; + ei->change->delay_frames = 1; + } + + ei->change_events = CE_BITMASK_DEFAULT; + for (j=0; j < NUM_CHANGE_EVENTS; j++) + { + ei->event_page_num[j] = 0; + ei->event_page[j] = &ei->change_page[0]; + } + } + + /* add changing elements from pre-defined list */ + for (i=0; change_delay_list[i].element != EL_UNDEFINED; i++) + { + struct ChangingElementInfo *ch_delay = &change_delay_list[i]; + struct ElementInfo *ei = &element_info[ch_delay->element]; + + ei->change->target_element = ch_delay->target_element; + ei->change->delay_fixed = ch_delay->change_delay; - /* special EM style gems behaviour */ - for (i=0; ichange->pre_change_function = ch_delay->pre_change_function; + ei->change->change_function = ch_delay->change_function; + ei->change->post_change_function = ch_delay->post_change_function; - /* "EL_EXPANDABLE_WALL_GROWING" wasn't slippery for EM gems in 2.0.1 */ - SET_PROPERTY(EL_EXPANDABLE_WALL_GROWING, EP_EM_SLIPPERY_WALL, - (level.em_slippery_gems && - game.engine_version > VERSION_IDENT(2,0,1))); + ei->change_events |= CH_EVENT_BIT(CE_DELAY); } - /* initialize changing elements information */ +#if 1 + /* add change events from custom element configuration */ + for (i=0; i < NUM_CUSTOM_ELEMENTS; i++) + { + struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i]; + + for (j=0; j < ei->num_change_pages; j++) + { + if (!ei->change_page[j].can_change) + continue; + + for (k=0; k < NUM_CHANGE_EVENTS; k++) + { + /* only add event page for the first page found with this event */ + if (ei->change_page[j].events & CH_EVENT_BIT(k) && + !(ei->change_events & CH_EVENT_BIT(k))) + { + ei->change_events |= CH_EVENT_BIT(k); + ei->event_page_num[k] = j; + ei->event_page[k] = &ei->change_page[j]; + } + } + } + } + +#else + + /* add change events from custom element configuration */ + for (i=0; i < NUM_CUSTOM_ELEMENTS; i++) + { + int element = EL_CUSTOM_START + i; + + /* only add custom elements that change after fixed/random frame delay */ + if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY)) + element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY); + } +#endif + + /* ---------- initialize trigger events ---------------------------------- */ + + /* initialize trigger events information */ + for (i=0; inum_change_pages; j++) + { + if (!ei->change_page->can_change) + continue; + + if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER)) + { + int trigger_element = ei->change_page[j].trigger_element; + + trigger_events[trigger_element] |= ei->change_page[j].events; + } + } + } +#else + /* add trigger events from element change event properties */ + for (i=0; itrigger_element] |= + element_info[i].change->events; +#endif + + /* ---------- initialize push delay -------------------------------------- */ + + /* initialize push delay values to default */ for (i=0; ibase_element; + int e = push_delay_list[i].element; + + element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed; + element_info[e].push_delay_random = push_delay_list[i].push_delay_random; + } + + /* ---------- initialize move stepsize ----------------------------------- */ + + /* initialize move stepsize values to default */ + for (i=0; ibase_element; - changing_element[element].next_element = ce->next_element; - changing_element[element].change_delay = ce->change_delay; - changing_element[element].pre_change_function = ce->pre_change_function; - changing_element[element].change_function = ce->change_function; - changing_element[element].post_change_function = ce->post_change_function; + /* set move stepsize value for certain elements from pre-defined list */ + for (i=0; move_stepsize_list[i].element != EL_UNDEFINED; i++) + { + int e = move_stepsize_list[i].element; - i++; + element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize; } + + /* ---------- initialize gem count --------------------------------------- */ + + /* initialize gem count values for each element */ + for (i=0; ikey[j] = FALSE; - player->dynamite = 0; player->dynabomb_count = 0; player->dynabomb_size = 1; player->dynabombs_left = 0; @@ -648,7 +1008,6 @@ void InitGame() player->actual_frame_counter = 0; player->last_move_dir = MV_NO_MOVING; - player->is_moving = FALSE; player->is_moving = FALSE; player->is_waiting = FALSE; @@ -669,6 +1028,8 @@ void InitGame() player->shield_normal_time_left = 0; player->shield_deadly_time_left = 0; + player->inventory_size = 0; + DigField(player, 0, 0, 0, 0, DF_NO_PUSH); SnapField(player, 0, 0); @@ -699,7 +1060,7 @@ void InitGame() AllPlayersGone = FALSE; - game.yam_content_nr = 0; + game.yamyam_content_nr = 0; game.magic_wall_active = FALSE; game.magic_wall_time_left = 0; game.light_time_left = 0; @@ -721,12 +1082,15 @@ void InitGame() { for (y=0; yjx >= SBX_Left + MIDPOSX) - scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ? - local_player->jx - MIDPOSX : - SBX_Right); - if (local_player->jy >= SBY_Upper + MIDPOSY) - scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ? - local_player->jy - MIDPOSY : - SBY_Lower); + /* if local player not found, look for custom element that might create + the player (make some assumptions about the right custom element) */ + if (!local_player->present) + { + int start_x = 0, start_y = 0; + int found_rating = 0; + int found_element = EL_UNDEFINED; + + for(y=0; y < lev_fieldy; y++) for(x=0; x < lev_fieldx; x++) + { + int element = Feld[x][y]; + int content; + int xx, yy; + boolean is_player; + + if (!IS_CUSTOM_ELEMENT(element)) + continue; + + if (CAN_CHANGE(element)) + { + for (i=0; i < element_info[element].num_change_pages; i++) + { + content = element_info[element].change_page[i].target_element; + is_player = ELEM_IS_PLAYER(content); + + if (is_player && (found_rating < 3 || element < found_element)) + { + start_x = x; + start_y = y; + + found_rating = 3; + found_element = element; + } + } + } + + for(yy=0; yy < 3; yy++) for(xx=0; xx < 3; xx++) + { + content = element_info[element].content[xx][yy]; + is_player = ELEM_IS_PLAYER(content); + + if (is_player && (found_rating < 2 || element < found_element)) + { + start_x = x + xx - 1; + start_y = y + yy - 1; + + found_rating = 2; + found_element = element; + } + + if (!CAN_CHANGE(element)) + continue; + + for (i=0; i < element_info[element].num_change_pages; i++) + { + content = element_info[element].change_page[i].content[xx][yy]; + is_player = ELEM_IS_PLAYER(content); + + if (is_player && (found_rating < 1 || element < found_element)) + { + start_x = x + xx - 1; + start_y = y + yy - 1; + + found_rating = 1; + found_element = element; + } + } + } + } + + scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left : + start_x > SBX_Right + MIDPOSX ? SBX_Right : + start_x - MIDPOSX); + + scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper : + start_y > SBY_Lower + MIDPOSY ? SBY_Lower : + start_y - MIDPOSY); + } + else + { +#if 1 + scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : + local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : + local_player->jx - MIDPOSX); + + scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : + local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : + local_player->jy - MIDPOSY); +#else + scroll_x = SBX_Left; + scroll_y = SBY_Upper; + if (local_player->jx >= SBX_Left + MIDPOSX) + scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ? + local_player->jx - MIDPOSX : + SBX_Right); + if (local_player->jy >= SBY_Upper + MIDPOSY) + scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ? + local_player->jy - MIDPOSY : + SBY_Lower); +#endif + } CloseDoor(DOOR_CLOSE_1); @@ -941,7 +1396,7 @@ void InitGame() if (setup.sound_music) PlayMusic(level_nr); - KeyboardAutoRepeatOff(); + KeyboardAutoRepeatOffUnlessAutoplay(); if (options.debug) { @@ -1027,30 +1482,68 @@ void InitMovDir(int x, int y) break; default: - MovDir[x][y] = 1 << RND(4); - if (element != EL_BUG && - element != EL_SPACESHIP && - element != EL_BD_BUTTERFLY && - element != EL_BD_FIREFLY) - break; - - for (i=0; i<4; i++) + if (IS_CUSTOM_ELEMENT(element)) { - int x1 = x + xy[i][0]; - int y1 = y + xy[i][1]; - - if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1)) + if (element_info[element].move_direction_initial != MV_NO_MOVING) + MovDir[x][y] = element_info[element].move_direction_initial; + else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS || + element_info[element].move_pattern == MV_TURNING_LEFT || + element_info[element].move_pattern == MV_TURNING_RIGHT) + MovDir[x][y] = 1 << RND(4); + else if (element_info[element].move_pattern == MV_HORIZONTAL) + MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT); + else if (element_info[element].move_pattern == MV_VERTICAL) + MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN); + else if (element_info[element].move_pattern & MV_ANY_DIRECTION) + MovDir[x][y] = element_info[element].move_pattern; + else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE || + element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE) { - if (element == EL_BUG || element == EL_BD_BUTTERFLY) + for (i=0; i<4; i++) { - MovDir[x][y] = direction[0][i]; - break; + int x1 = x + xy[i][0]; + int y1 = y + xy[i][1]; + + if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1)) + { + if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE) + MovDir[x][y] = direction[0][i]; + else + MovDir[x][y] = direction[1][i]; + + break; + } } - else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY || - element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) + } + } + else + { + MovDir[x][y] = 1 << RND(4); + + if (element != EL_BUG && + element != EL_SPACESHIP && + element != EL_BD_BUTTERFLY && + element != EL_BD_FIREFLY) + break; + + for (i=0; i<4; i++) + { + int x1 = x + xy[i][0]; + int y1 = y + xy[i][1]; + + if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1)) { - MovDir[x][y] = direction[1][i]; - break; + if (element == EL_BUG || element == EL_BD_BUTTERFLY) + { + MovDir[x][y] = direction[0][i]; + break; + } + else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY || + element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) + { + MovDir[x][y] = direction[1][i]; + break; + } } } } @@ -1176,7 +1669,7 @@ void GameWon() if ((hi_pos = NewHiScore()) >= 0) { - game_status = HALLOFFAME; + game_status = GAME_MODE_SCORES; DrawHallOfFame(hi_pos); if (raise_level) { @@ -1186,7 +1679,7 @@ void GameWon() } else { - game_status = MAINMENU; + game_status = GAME_MODE_MAIN; if (raise_level) { level_nr++; @@ -1288,9 +1781,11 @@ static void ResetGfxAnimation(int x, int y) void InitMovingField(int x, int y, int direction) { int element = Feld[x][y]; - int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); - int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); - + int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); + int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + int newx = x + dx; + int newy = y + dy; + if (!JustStopped[x][y] || direction != MovDir[x][y]) ResetGfxAnimation(x, y); @@ -1378,17 +1873,26 @@ static int MovingOrBlocked2ElementIfNotLeaving(int x, int y) static void RemoveField(int x, int y) { Feld[x][y] = EL_EMPTY; - GfxElement[x][y] = EL_EMPTY; + MovPos[x][y] = 0; MovDir[x][y] = 0; MovDelay[x][y] = 0; + + AmoebaNr[x][y] = 0; + ChangeDelay[x][y] = 0; + Pushed[x][y] = FALSE; + + GfxElement[x][y] = EL_UNDEFINED; + GfxAction[x][y] = ACTION_DEFAULT; } void RemoveMovingField(int x, int y) { int oldx = x, oldy = y, newx = x, newy = y; + int element = Feld[x][y]; + int next_element = EL_UNDEFINED; - if (Feld[x][y] != EL_BLOCKED && !IS_MOVING(x, y)) + if (element != EL_BLOCKED && !IS_MOVING(x, y)) return; if (IS_MOVING(x, y)) @@ -1397,28 +1901,27 @@ void RemoveMovingField(int x, int y) if (Feld[newx][newy] != EL_BLOCKED) return; } - else if (Feld[x][y] == EL_BLOCKED) + else if (element == EL_BLOCKED) { Blocked2Moving(x, y, &oldx, &oldy); if (!IS_MOVING(oldx, oldy)) return; } - if (Feld[x][y] == EL_BLOCKED && + if (element == EL_BLOCKED && (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING || Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING || Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING || Feld[oldx][oldy] == EL_AMOEBA_DROPPING)) - Feld[oldx][oldy] = get_next_element(Feld[oldx][oldy]); - else - Feld[oldx][oldy] = EL_EMPTY; + next_element = get_next_element(Feld[oldx][oldy]); + + RemoveField(oldx, oldy); + RemoveField(newx, newy); Store[oldx][oldy] = Store2[oldx][oldy] = 0; - Feld[newx][newy] = EL_EMPTY; - MovPos[oldx][oldy] = MovDir[oldx][oldy] = MovDelay[oldx][oldy] = 0; - MovPos[newx][newy] = MovDir[newx][newy] = MovDelay[newx][newy] = 0; - GfxAction[oldx][oldy] = GfxAction[newx][newy] = ACTION_DEFAULT; + if (next_element != EL_UNDEFINED) + Feld[oldx][oldy] = next_element; DrawLevelField(oldx, oldy); DrawLevelField(newx, newy); @@ -1433,13 +1936,18 @@ void DrawDynamite(int x, int y) if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y)) return; - if (Store[x][y]) + if (IS_WALKABLE_INSIDE(Back[x][y])) + return; + + if (Back[x][y]) + DrawGraphic(sx, sy, el2img(Back[x][y]), 0); + else if (Store[x][y]) DrawGraphic(sx, sy, el2img(Store[x][y]), 0); frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]); #if 1 - if (Store[x][y]) + if (Back[x][y] || Store[x][y]) DrawGraphicThruMask(sx, sy, graphic, frame); else DrawGraphic(sx, sy, graphic, frame); @@ -1481,6 +1989,137 @@ void CheckDynamite(int x, int y) Bang(x, y); } +void ShowEnvelope() +{ + int i, x, y; + + /* open envelope window horizontally */ + for (i=2; i <= level.envelope_xsize + 2; i += 2) + { + int startx = (SXSIZE / MINI_TILEX - i) / 2; + int starty = (SYSIZE / MINI_TILEY) / 2 - 1; + + SetDrawtoField(DRAW_BUFFERED); + + BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY); + + SetDrawtoField(DRAW_BACKBUFFER); + + for (y=0; y < 2; y++) for (x=0; x < i; x++) + { + int ex = (x == 0 ? -1 : x == i - 1 ? +1 : 0); + int ey = (y == 0 ? -1 : y == 1 ? +1 : 0); + + DrawEnvelopeBorder(startx + x, starty + y, ex, ey); + } + + redraw_mask |= REDRAW_FIELD | REDRAW_FROM_BACKBUFFER; + BackToFront(); + + Delay(GAME_FRAME_DELAY); + } + + /* open envelope window vertically */ + for (i=2; i <= level.envelope_ysize + 2; i += 2) + { + int xsize = level.envelope_xsize + 2; + int startx = (SXSIZE / MINI_TILEX - (xsize - 1)) / 2; + int starty = (SYSIZE / MINI_TILEY - i) / 2; + + SetDrawtoField(DRAW_BUFFERED); + + BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY); + + SetDrawtoField(DRAW_BACKBUFFER); + + for (y=0; y < i; y++) for (x=0; x < xsize; x++) + { + int ex = (x == 0 ? -1 : x == xsize - 1 ? +1 : 0); + int ey = (y == 0 ? -1 : y == i - 1 ? +1 : 0); + + DrawEnvelopeBorder(startx + x, starty + y, ex, ey); + } + + DrawTextToTextArea(SX + (startx + 1) * MINI_TILEX, + SY + (starty + 1) * MINI_TILEY, level.envelope, + FONT_TEXT_1, level.envelope_xsize, i - 2); + + redraw_mask |= REDRAW_FIELD | REDRAW_FROM_BACKBUFFER; + BackToFront(); + + Delay(GAME_FRAME_DELAY); + } + + Delay(3000); + + SetDrawtoField(DRAW_BUFFERED); + + redraw_mask |= REDRAW_FIELD; + BackToFront(); +} + +void RelocatePlayer(int x, int y, int element) +{ + struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1]; + + if (player->present) + { + while (player->MovPos) + { + ScrollFigure(player, SCROLL_GO_ON); + ScrollScreen(NULL, SCROLL_GO_ON); + FrameCounter++; + DrawAllPlayers(); + BackToFront(); + } + + RemoveField(player->jx, player->jy); + DrawLevelField(player->jx, player->jy); + } + + InitPlayerField(x, y, element, TRUE); + + if (player == local_player) + { + int scroll_xx = -999, scroll_yy = -999; + + while (scroll_xx != scroll_x || scroll_yy != scroll_y) + { + int dx = 0, dy = 0; + int fx = FX, fy = FY; + + scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left : + local_player->jx > SBX_Right + MIDPOSX ? SBX_Right : + local_player->jx - MIDPOSX); + + scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper : + local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower : + local_player->jy - MIDPOSY); + + dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0); + dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0); + + scroll_x -= dx; + scroll_y -= dy; + + fx += dx * TILEX / 2; + fy += dy * TILEY / 2; + + ScrollLevel(dx, dy); + DrawAllPlayers(); + + /* scroll in to steps of half tile size to make things smoother */ + BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY); + FlushDisplay(); + Delay(GAME_FRAME_DELAY); + + /* scroll second step to align at full tile size */ + BackToFront(); + Delay(GAME_FRAME_DELAY); + } + } +} + void Explode(int ex, int ey, int phase, int mode) { int x, y; @@ -1500,6 +2139,21 @@ void Explode(int ex, int ey, int phase, int mode) { int center_element = Feld[ex][ey]; +#if 0 + /* --- This is only really needed (and now handled) in "Impact()". --- */ + /* do not explode moving elements that left the explode field in time */ + if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && + center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER)) + return; +#endif + + if (mode == EX_NORMAL || mode == EX_CENTER) + PlaySoundLevelAction(ex, ey, ACTION_EXPLODING); + + /* remove things displayed in background while burning dynamite */ + if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey])) + Back[ex][ey] = 0; + if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) { /* put moving element to center field (and let it explode there) */ @@ -1508,8 +2162,10 @@ void Explode(int ex, int ey, int phase, int mode) Feld[ex][ey] = center_element; } - for (y=ey-1; y<=ey+1; y++) for(x=ex-1; x<=ex+1; x++) + for (y = ey - 1; y <= ey + 1; y++) for(x = ex - 1; x <= ex + 1; x++) { + int xx = x - ex + 1; + int yy = y - ey + 1; int element; if (!IN_LEV_FIELD(x, y) || @@ -1522,11 +2178,30 @@ void Explode(int ex, int ey, int phase, int mode) if (IS_MOVING(x, y) || IS_BLOCKED(x, y)) { element = MovingOrBlocked2Element(x, y); - RemoveMovingField(x, y); + + if (!IS_EXPLOSION_PROOF(element)) + RemoveMovingField(x, y); } - if (IS_INDESTRUCTIBLE(element) || element == EL_FLAMES) +#if 1 + +#if 0 + if (IS_EXPLOSION_PROOF(element)) + continue; +#else + /* indestructible elements can only explode in center (but not flames) */ + if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) || + element == EL_FLAMES) + continue; +#endif + +#else + if ((IS_INDESTRUCTIBLE(element) && + (game.engine_version < VERSION_IDENT(2,2,0) || + (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) || + element == EL_FLAMES) continue; +#endif if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y))) { @@ -1540,9 +2215,32 @@ void Explode(int ex, int ey, int phase, int mode) continue; } + /* save walkable background elements while explosion on same tile */ +#if 0 + if (IS_INDESTRUCTIBLE(element)) + Back[x][y] = element; +#else + if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element)) + Back[x][y] = element; +#endif + + /* ignite explodable elements reached by other explosion */ if (element == EL_EXPLOSION) element = Store2[x][y]; +#if 1 + if (AmoebaNr[x][y] && + (element == EL_AMOEBA_FULL || + element == EL_BD_AMOEBA || + element == EL_AMOEBA_GROWING)) + { + AmoebaCnt[AmoebaNr[x][y]]--; + AmoebaCnt2[AmoebaNr[x][y]]--; + } + + RemoveField(x, y); +#endif + if (IS_PLAYER(ex, ey) && !PLAYER_PROTECTED(ex, ey)) { switch(StorePlayer[ex][ey]) @@ -1575,10 +2273,13 @@ void Explode(int ex, int ey, int phase, int mode) Store[x][y] = EL_BD_DIAMOND; else if (center_element == EL_SP_ELECTRON) Store[x][y] = EL_SP_INFOTRON; - else if (center_element == EL_YAMYAM) - Store[x][y] = level.yam_content[game.yam_content_nr][x-ex+1][y-ey+1]; else if (center_element == EL_AMOEBA_TO_DIAMOND) Store[x][y] = level.amoeba_content; + else if (center_element == EL_YAMYAM) + Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy]; + else if (IS_CUSTOM_ELEMENT(center_element) && + element_info[center_element].content[xx][yy] != EL_EMPTY) + Store[x][y] = element_info[center_element].content[xx][yy]; else if (element == EL_WALL_EMERALD) Store[x][y] = EL_EMERALD; else if (element == EL_WALL_DIAMOND) @@ -1595,13 +2296,16 @@ void Explode(int ex, int ey, int phase, int mode) Store[x][y] = EL_PEARL; else if (element == EL_WALL_CRYSTAL) Store[x][y] = EL_CRYSTAL; - else if (!IS_PFORTE(Store[x][y])) + else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element)) + Store[x][y] = element_info[element].content[1][1]; + else Store[x][y] = EL_EMPTY; if (x != ex || y != ey || center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER) Store2[x][y] = element; +#if 0 if (AmoebaNr[x][y] && (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA || @@ -1611,16 +2315,28 @@ void Explode(int ex, int ey, int phase, int mode) AmoebaCnt2[AmoebaNr[x][y]]--; } - Feld[x][y] = EL_EXPLOSION; - GfxElement[x][y] = EL_EMPTY; +#if 1 + RemoveField(x, y); +#else MovDir[x][y] = MovPos[x][y] = 0; AmoebaNr[x][y] = 0; +#endif +#endif + + Feld[x][y] = EL_EXPLOSION; +#if 1 + GfxElement[x][y] = center_element; +#else + GfxElement[x][y] = EL_UNDEFINED; +#endif + ExplodePhase[x][y] = 1; Stop[x][y] = TRUE; } if (center_element == EL_YAMYAM) - game.yam_content_nr = (game.yam_content_nr + 1) % level.num_yam_contents; + game.yamyam_content_nr = + (game.yamyam_content_nr + 1) % level.num_yamyam_contents; return; } @@ -1650,7 +2366,7 @@ void Explode(int ex, int ey, int phase, int mode) if (IS_PLAYER(x, y)) KillHeroUnlessProtected(x, y); - else if (IS_EXPLOSIVE(element)) + else if (CAN_EXPLODE_BY_FIRE(element)) { Feld[x][y] = Store2[x][y]; Store2[x][y] = 0; @@ -1666,32 +2382,53 @@ void Explode(int ex, int ey, int phase, int mode) element = Feld[x][y] = Store[x][y]; Store[x][y] = Store2[x][y] = 0; - MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0; + GfxElement[x][y] = EL_UNDEFINED; + + if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y])) + element = Feld[x][y] = Back[x][y]; + Back[x][y] = 0; + + MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = ChangeDelay[x][y] = 0; InitField(x, y, FALSE); - if (CAN_MOVE(element) || COULD_MOVE(element)) + if (CAN_MOVE(element)) InitMovDir(x, y); DrawLevelField(x, y); + if (CAN_BE_CRUMBLED(element)) + DrawLevelFieldCrumbledSandNeighbours(x, y); + if (IS_PLAYER(x, y) && !PLAYERINFO(x,y)->present) StorePlayer[x][y] = 0; + + if (ELEM_IS_PLAYER(element)) + RelocatePlayer(x, y, element); } else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y))) { +#if 1 + int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING); +#else int stored = Store[x][y]; int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION : stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON : IMG_SP_EXPLOSION); +#endif int frame = getGraphicAnimationFrame(graphic, phase - delay); if (phase == delay) DrawLevelFieldCrumbledSand(x, y); - if (IS_PFORTE(Store[x][y])) + if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY) { - DrawLevelElement(x, y, Store[x][y]); + DrawLevelElement(x, y, Back[x][y]); DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame); } - else + else if (IS_WALKABLE_UNDER(Back[x][y])) + { + DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); + DrawLevelElementThruMask(x, y, Back[x][y]); + } + else if (!IS_WALKABLE_INSIDE(Back[x][y])) DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame); } } @@ -1739,6 +2476,7 @@ void DynaExplode(int ex, int ey) Explode(x, y, EX_PHASE_START, EX_BORDER); + /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ if (element != EL_EMPTY && element != EL_SAND && element != EL_EXPLOSION && @@ -1750,12 +2488,30 @@ void DynaExplode(int ex, int ey) void Bang(int x, int y) { +#if 1 + int element = MovingOrBlocked2Element(x, y); +#else int element = Feld[x][y]; +#endif + + if (IS_PLAYER(x, y)) + { + struct PlayerInfo *player = PLAYERINFO(x, y); + element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY : + player->element_nr); + } + +#if 0 +#if 1 + PlaySoundLevelAction(x, y, ACTION_EXPLODING); +#else if (game.emulation == EMU_SUPAPLEX) PlaySoundLevel(x, y, SND_SP_ELEMENT_EXPLODING); else PlaySoundLevel(x, y, SND_ELEMENT_EXPLODING); +#endif +#endif #if 0 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */ @@ -1794,9 +2550,14 @@ void Bang(int x, int y) Explode(x, y, EX_PHASE_START, EX_CENTER); break; default: - Explode(x, y, EX_PHASE_START, EX_NORMAL); + if (CAN_EXPLODE_1X1(element)) + Explode(x, y, EX_PHASE_START, EX_CENTER); + else + Explode(x, y, EX_PHASE_START, EX_NORMAL); break; } + + CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING); } void SplashAcid(int x, int y) @@ -2029,14 +2790,16 @@ static int getInvisibleActiveFromInvisibleElement(int element) { return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE : element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE : - EL_INVISIBLE_SAND_ACTIVE); + element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE : + element); } static int getInvisibleFromInvisibleActiveElement(int element) { return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL : element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL : - EL_INVISIBLE_SAND); + element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND : + element); } static void RedrawAllLightSwitchesAndInvisibleElements() @@ -2127,23 +2890,55 @@ static void ActivateTimegateSwitch(int x, int y) Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE; } +inline static int getElementMoveStepsize(int x, int y) +{ + int element = Feld[x][y]; + int direction = MovDir[x][y]; + int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); + int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); + int horiz_move = (dx != 0); + int sign = (horiz_move ? dx : dy); + int step = sign * element_info[element].move_stepsize; + + /* special values for move stepsize for spring and things on conveyor belt */ + if (horiz_move) + { + if (CAN_FALL(element) && + y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1])) + step = sign * MOVE_STEPSIZE_NORMAL / 2; + else if (element == EL_SPRING) + step = sign * MOVE_STEPSIZE_NORMAL * 2; + } + + return step; +} + void Impact(int x, int y) { boolean lastline = (y == lev_fieldy-1); boolean object_hit = FALSE; + boolean impact = (lastline || object_hit); int element = Feld[x][y]; - int smashed = 0; + int smashed = EL_UNDEFINED; if (!lastline) /* check if element below was hit */ { - if (Feld[x][y+1] == EL_PLAYER_IS_LEAVING) + if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING) return; - object_hit = (!IS_FREE(x, y+1) && (!IS_MOVING(x, y+1) || - MovDir[x][y+1] != MV_DOWN || - MovPos[x][y+1] <= TILEY / 2)); + object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) || + MovDir[x][y + 1] != MV_DOWN || + MovPos[x][y + 1] <= TILEY / 2)); + + /* do not smash moving elements that left the smashed field in time */ + if (game.engine_version >= RELEASE_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) && + ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX) + object_hit = FALSE; + if (object_hit) - smashed = MovingOrBlocked2Element(x, y+1); + smashed = MovingOrBlocked2Element(x, y + 1); + + impact = (lastline || object_hit); } if (!lastline && smashed == EL_ACID) /* element falls into acid */ @@ -2152,33 +2947,38 @@ void Impact(int x, int y) return; } - if (lastline || object_hit) + /* only reset graphic animation if graphic really changes after impact */ + if (impact && + el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element)) { ResetGfxAnimation(x, y); DrawLevelField(x, y); } - if ((element == EL_BOMB || - element == EL_SP_DISK_ORANGE || - element == EL_DX_SUPABOMB) && - (lastline || object_hit)) /* element is bomb */ + if (impact && CAN_EXPLODE_IMPACT(element)) { Bang(x, y); return; } - else if (element == EL_PEARL) + else if (impact && element == EL_PEARL) { Feld[x][y] = EL_PEARL_BREAKING; PlaySoundLevel(x, y, SND_PEARL_BREAKING); return; } + else if (impact && CheckElementChange(x, y, element, CE_IMPACT)) + { + PlaySoundLevelElementAction(x, y, element, ACTION_IMPACT); + + return; + } - if (element == EL_AMOEBA_DROP && (lastline || object_hit)) + if (impact && element == EL_AMOEBA_DROP) { - if (object_hit && IS_PLAYER(x, y+1)) - KillHeroUnlessProtected(x, y+1); + if (object_hit && IS_PLAYER(x, y + 1)) + KillHeroUnlessProtected(x, y + 1); else if (object_hit && smashed == EL_PENGUIN) - Bang(x, y+1); + Bang(x, y + 1); else { Feld[x][y] = EL_AMOEBA_GROWING; @@ -2189,9 +2989,9 @@ void Impact(int x, int y) return; } - if (!lastline && object_hit) /* check which object was hit */ + if (object_hit) /* check which object was hit */ { - if (CAN_CHANGE(element) && + if (CAN_PASS_MAGIC_WALL(element) && (smashed == EL_MAGIC_WALL || smashed == EL_BD_MAGIC_WALL)) { @@ -2216,17 +3016,23 @@ void Impact(int x, int y) if (IS_PLAYER(x, y + 1)) { - KillHeroUnlessProtected(x, y+1); - return; + if (CAN_SMASH_PLAYER(element)) + { + KillHeroUnlessProtected(x, y + 1); + return; + } } else if (smashed == EL_PENGUIN) { - Bang(x, y + 1); - return; + if (CAN_SMASH_PLAYER(element)) + { + Bang(x, y + 1); + return; + } } else if (element == EL_BD_DIAMOND) { - if (IS_ENEMY(smashed) && IS_BD_ELEMENT(smashed)) + if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed)) { Bang(x, y + 1); return; @@ -2241,23 +3047,22 @@ void Impact(int x, int y) Bang(x, y + 1); return; } - else if (element == EL_ROCK || - element == EL_SP_ZONK || - element == EL_BD_ROCK) +#if 0 + else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed)) + { + Bang(x, y + 1); + return; + } +#endif + else if (CAN_SMASH_EVERYTHING(element)) { - if (IS_ENEMY(smashed) || - smashed == EL_BOMB || - smashed == EL_SP_DISK_ORANGE || - smashed == EL_DX_SUPABOMB || - smashed == EL_SATELLITE || - smashed == EL_PIG || - smashed == EL_DRAGON || - smashed == EL_MOLE) + if (IS_CLASSIC_ENEMY(smashed) || + CAN_EXPLODE_SMASHED(smashed)) { Bang(x, y + 1); return; } - else if (!IS_MOVING(x, y + 1)) + else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1)) { if (smashed == EL_LAMP || smashed == EL_LAMP_ACTIVE) @@ -2267,49 +3072,57 @@ void Impact(int x, int y) } else if (smashed == EL_NUT) { - Feld[x][y+1] = EL_NUT_BREAKING; + Feld[x][y + 1] = EL_NUT_BREAKING; PlaySoundLevel(x, y, SND_NUT_BREAKING); RaiseScoreElement(EL_NUT); return; } else if (smashed == EL_PEARL) { - Feld[x][y+1] = EL_PEARL_BREAKING; + Feld[x][y + 1] = EL_PEARL_BREAKING; PlaySoundLevel(x, y, SND_PEARL_BREAKING); return; } else if (smashed == EL_DIAMOND) { - Feld[x][y+1] = EL_EMPTY; + Feld[x][y + 1] = EL_DIAMOND_BREAKING; PlaySoundLevel(x, y, SND_DIAMOND_BREAKING); return; } else if (IS_BELT_SWITCH(smashed)) { - ToggleBeltSwitch(x, y+1); + ToggleBeltSwitch(x, y + 1); } else if (smashed == EL_SWITCHGATE_SWITCH_UP || smashed == EL_SWITCHGATE_SWITCH_DOWN) { - ToggleSwitchgateSwitch(x, y+1); + ToggleSwitchgateSwitch(x, y + 1); } else if (smashed == EL_LIGHT_SWITCH || smashed == EL_LIGHT_SWITCH_ACTIVE) { - ToggleLightSwitch(x, y+1); + ToggleLightSwitch(x, y + 1); + } + else + { + CheckElementChange(x, y + 1, smashed, CE_SMASHED); } } + else + { + CheckElementChange(x, y + 1, smashed, CE_SMASHED); + } } } /* play sound of magic wall / mill */ if (!lastline && - (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE || - Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)) + (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE || + Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) { - if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE) + if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE) PlaySoundLevel(x, y, SND_MAGIC_WALL_FILLING); - else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE) + else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE) PlaySoundLevel(x, y, SND_BD_MAGIC_WALL_FILLING); return; @@ -2327,26 +3140,28 @@ void TurnRound(int x, int y) int x, y; } move_xy[] = { - { 0, 0 }, - {-1, 0 }, - {+1, 0 }, - { 0, 0 }, - { 0, -1 }, - { 0, 0 }, { 0, 0 }, { 0, 0 }, - { 0, +1 } + { 0, 0 }, + { -1, 0 }, + { +1, 0 }, + { 0, 0 }, + { 0, -1 }, + { 0, 0 }, { 0, 0 }, { 0, 0 }, + { 0, +1 } }; static struct { int left, right, back; } turn[] = { - { 0, 0, 0 }, + { 0, 0, 0 }, { MV_DOWN, MV_UP, MV_RIGHT }, - { MV_UP, MV_DOWN, MV_LEFT }, - { 0, 0, 0 }, - { MV_LEFT, MV_RIGHT, MV_DOWN }, - { 0,0,0 }, { 0,0,0 }, { 0,0,0 }, - { MV_RIGHT, MV_LEFT, MV_UP } + { MV_UP, MV_DOWN, MV_LEFT }, + { 0, 0, 0 }, + { MV_LEFT, MV_RIGHT, MV_DOWN }, + { 0, 0, 0 }, + { 0, 0, 0 }, + { 0, 0, 0 }, + { MV_RIGHT, MV_LEFT, MV_UP } }; int element = Feld[x][y]; @@ -2364,15 +3179,15 @@ void TurnRound(int x, int y) int right_x = x + right_dx, right_y = y + right_dy; int move_x = x + move_dx, move_y = y + move_dy; + int xx, yy; + if (element == EL_BUG || element == EL_BD_BUTTERFLY) { TestIfBadThingTouchesOtherBadThing(x, y); - if (IN_LEV_FIELD(right_x, right_y) && - IS_FREE(right_x, right_y)) + if (ENEMY_CAN_ENTER_FIELD(right_x, right_y)) MovDir[x][y] = right_dir; - else if (!IN_LEV_FIELD(move_x, move_y) || - !IS_FREE(move_x, move_y)) + else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y)) MovDir[x][y] = left_dir; if (element == EL_BUG && MovDir[x][y] != old_move_dir) @@ -2385,15 +3200,14 @@ void TurnRound(int x, int y) { TestIfBadThingTouchesOtherBadThing(x, y); - if (IN_LEV_FIELD(left_x, left_y) && - IS_FREE(left_x, left_y)) + if (ENEMY_CAN_ENTER_FIELD(left_x, left_y)) MovDir[x][y] = left_dir; - else if (!IN_LEV_FIELD(move_x, move_y) || - !IS_FREE(move_x, move_y)) + else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y)) MovDir[x][y] = right_dir; if ((element == EL_SPACESHIP || - element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON) + element == EL_SP_SNIKSNAK || + element == EL_SP_ELECTRON) && MovDir[x][y] != old_move_dir) MovDelay[x][y] = 9; else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */ @@ -2401,16 +3215,8 @@ void TurnRound(int x, int y) } else if (element == EL_YAMYAM) { - boolean can_turn_left = FALSE, can_turn_right = FALSE; - - if (IN_LEV_FIELD(left_x, left_y) && - (IS_FREE_OR_PLAYER(left_x, left_y) || - Feld[left_x][left_y] == EL_DIAMOND)) - can_turn_left = TRUE; - if (IN_LEV_FIELD(right_x, right_y) && - (IS_FREE_OR_PLAYER(right_x, right_y) || - Feld[right_x][right_y] == EL_DIAMOND)) - can_turn_right = TRUE; + boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y); + boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y); if (can_turn_left && can_turn_right) MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); @@ -2421,20 +3227,12 @@ void TurnRound(int x, int y) else MovDir[x][y] = back_dir; - MovDelay[x][y] = 16+16*RND(3); + MovDelay[x][y] = 16 + 16 * RND(3); } else if (element == EL_DARK_YAMYAM) { - boolean can_turn_left = FALSE, can_turn_right = FALSE; - - if (IN_LEV_FIELD(left_x, left_y) && - (IS_FREE_OR_PLAYER(left_x, left_y) || - IS_FOOD_DARK_YAMYAM(Feld[left_x][left_y]))) - can_turn_left = TRUE; - if (IN_LEV_FIELD(right_x, right_y) && - (IS_FREE_OR_PLAYER(right_x, right_y) || - IS_FOOD_DARK_YAMYAM(Feld[right_x][right_y]))) - can_turn_right = TRUE; + boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y); + boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y); if (can_turn_left && can_turn_right) MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); @@ -2445,20 +3243,12 @@ void TurnRound(int x, int y) else MovDir[x][y] = back_dir; - MovDelay[x][y] = 16+16*RND(3); + MovDelay[x][y] = 16 + 16 * RND(3); } else if (element == EL_PACMAN) { - boolean can_turn_left = FALSE, can_turn_right = FALSE; - - if (IN_LEV_FIELD(left_x, left_y) && - (IS_FREE_OR_PLAYER(left_x, left_y) || - IS_AMOEBOID(Feld[left_x][left_y]))) - can_turn_left = TRUE; - if (IN_LEV_FIELD(right_x, right_y) && - (IS_FREE_OR_PLAYER(right_x, right_y) || - IS_AMOEBOID(Feld[right_x][right_y]))) - can_turn_right = TRUE; + boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y); + boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y); if (can_turn_left && can_turn_right) MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); @@ -2469,56 +3259,45 @@ void TurnRound(int x, int y) else MovDir[x][y] = back_dir; - MovDelay[x][y] = 6+RND(40); + MovDelay[x][y] = 6 + RND(40); } else if (element == EL_PIG) { - boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE; - boolean should_turn_left = FALSE, should_turn_right = FALSE; - boolean should_move_on = FALSE; + boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y); + boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y); + boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y); + boolean should_turn_left, should_turn_right, should_move_on; int rnd_value = 24; int rnd = RND(rnd_value); - if (IN_LEV_FIELD(left_x, left_y) && - (IS_FREE(left_x, left_y) || IS_GEM(Feld[left_x][left_y]))) - can_turn_left = TRUE; - if (IN_LEV_FIELD(right_x, right_y) && - (IS_FREE(right_x, right_y) || IS_GEM(Feld[right_x][right_y]))) - can_turn_right = TRUE; - if (IN_LEV_FIELD(move_x, move_y) && - (IS_FREE(move_x, move_y) || IS_GEM(Feld[move_x][move_y]))) - can_move_on = TRUE; - - if (can_turn_left && - (!can_move_on || - (IN_LEV_FIELD(x+back_dx+left_dx, y+back_dy+left_dy) && - !IS_FREE(x+back_dx+left_dx, y+back_dy+left_dy)))) - should_turn_left = TRUE; - if (can_turn_right && - (!can_move_on || - (IN_LEV_FIELD(x+back_dx+right_dx, y+back_dy+right_dy) && - !IS_FREE(x+back_dx+right_dx, y+back_dy+right_dy)))) - should_turn_right = TRUE; - if (can_move_on && - (!can_turn_left || !can_turn_right || - (IN_LEV_FIELD(x+move_dx+left_dx, y+move_dy+left_dy) && - !IS_FREE(x+move_dx+left_dx, y+move_dy+left_dy)) || - (IN_LEV_FIELD(x+move_dx+right_dx, y+move_dy+right_dy) && - !IS_FREE(x+move_dx+right_dx, y+move_dy+right_dy)))) - should_move_on = TRUE; + should_turn_left = (can_turn_left && + (!can_move_on || + IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx, + y + back_dy + left_dy))); + should_turn_right = (can_turn_right && + (!can_move_on || + IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx, + y + back_dy + right_dy))); + should_move_on = (can_move_on && + (!can_turn_left || + !can_turn_right || + IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx, + y + move_dy + left_dy) || + IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx, + y + move_dy + right_dy))); if (should_turn_left || should_turn_right || should_move_on) { if (should_turn_left && should_turn_right && should_move_on) - MovDir[x][y] = (rnd < rnd_value/3 ? left_dir : - rnd < 2*rnd_value/3 ? right_dir : + MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir : + rnd < 2 * rnd_value / 3 ? right_dir : old_move_dir); else if (should_turn_left && should_turn_right) - MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir); + MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir); else if (should_turn_left && should_move_on) - MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : old_move_dir); + MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir); else if (should_turn_right && should_move_on) - MovDir[x][y] = (rnd < rnd_value/2 ? right_dir : old_move_dir); + MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir); else if (should_turn_left) MovDir[x][y] = left_dir; else if (should_turn_right) @@ -2526,69 +3305,67 @@ void TurnRound(int x, int y) else if (should_move_on) MovDir[x][y] = old_move_dir; } - else if (can_move_on && rnd > rnd_value/8) + else if (can_move_on && rnd > rnd_value / 8) MovDir[x][y] = old_move_dir; else if (can_turn_left && can_turn_right) - MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir); - else if (can_turn_left && rnd > rnd_value/8) + MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir); + else if (can_turn_left && rnd > rnd_value / 8) MovDir[x][y] = left_dir; else if (can_turn_right && rnd > rnd_value/8) MovDir[x][y] = right_dir; else MovDir[x][y] = back_dir; - if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y) && - !IS_GEM(Feld[x+move_xy[MovDir[x][y]].x][y+move_xy[MovDir[x][y]].y])) + xx = x + move_xy[MovDir[x][y]].x; + yy = y + move_xy[MovDir[x][y]].y; + + if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])) MovDir[x][y] = old_move_dir; MovDelay[x][y] = 0; } else if (element == EL_DRAGON) { - boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE; + boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y); + boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y); + boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y); int rnd_value = 24; int rnd = RND(rnd_value); - if (IN_LEV_FIELD(left_x, left_y) && IS_FREE(left_x, left_y)) - can_turn_left = TRUE; - if (IN_LEV_FIELD(right_x, right_y) && IS_FREE(right_x, right_y)) - can_turn_right = TRUE; - if (IN_LEV_FIELD(move_x, move_y) && IS_FREE(move_x, move_y)) - can_move_on = TRUE; - - if (can_move_on && rnd > rnd_value/8) + if (can_move_on && rnd > rnd_value / 8) MovDir[x][y] = old_move_dir; else if (can_turn_left && can_turn_right) - MovDir[x][y] = (rnd < rnd_value/2 ? left_dir : right_dir); - else if (can_turn_left && rnd > rnd_value/8) + MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir); + else if (can_turn_left && rnd > rnd_value / 8) MovDir[x][y] = left_dir; - else if (can_turn_right && rnd > rnd_value/8) + else if (can_turn_right && rnd > rnd_value / 8) MovDir[x][y] = right_dir; else MovDir[x][y] = back_dir; - if (!IS_FREE(x+move_xy[MovDir[x][y]].x, y+move_xy[MovDir[x][y]].y)) + xx = x + move_xy[MovDir[x][y]].x; + yy = y + move_xy[MovDir[x][y]].y; + + if (!IS_FREE(xx, yy)) MovDir[x][y] = old_move_dir; MovDelay[x][y] = 0; } else if (element == EL_MOLE) { - boolean can_turn_left = FALSE, can_turn_right = FALSE, can_move_on = FALSE; - - if (IN_LEV_FIELD(move_x, move_y) && - (IS_FREE(move_x, move_y) || IS_AMOEBOID(Feld[move_x][move_y]) || - Feld[move_x][move_y] == EL_AMOEBA_SHRINKING)) - can_move_on = TRUE; - + boolean can_move_on = + (MOLE_CAN_ENTER_FIELD(move_x, move_y, + IS_AMOEBOID(Feld[move_x][move_y]) || + Feld[move_x][move_y] == EL_AMOEBA_SHRINKING)); if (!can_move_on) { - if (IN_LEV_FIELD(left_x, left_y) && - (IS_FREE(left_x, left_y) || IS_AMOEBOID(Feld[left_x][left_y]))) - can_turn_left = TRUE; - if (IN_LEV_FIELD(right_x, right_y) && - (IS_FREE(right_x, right_y) || IS_AMOEBOID(Feld[right_x][right_y]))) - can_turn_right = TRUE; + boolean can_turn_left = + (MOLE_CAN_ENTER_FIELD(left_x, left_y, + IS_AMOEBOID(Feld[left_x][left_y]))); + + boolean can_turn_right = + (MOLE_CAN_ENTER_FIELD(right_x, right_y, + IS_AMOEBOID(Feld[right_x][right_y]))); if (can_turn_left && can_turn_right) MovDir[x][y] = (RND(2) ? left_dir : right_dir); @@ -2608,9 +3385,9 @@ void TurnRound(int x, int y) } else if (element == EL_SPRING) { - if ((MovDir[x][y] == MV_LEFT || MovDir[x][y] == MV_RIGHT) && - (!IN_LEV_FIELD(move_x, move_y) || !IS_FREE(move_x, move_y) || - (IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1)))) + if (MovDir[x][y] & MV_HORIZONTAL && + (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) || + IN_LEV_FIELD_AND_IS_FREE(x, y + 1))) MovDir[x][y] = MV_NO_MOVING; MovDelay[x][y] = 0; @@ -2638,7 +3415,8 @@ void TurnRound(int x, int y) if (!player->active) continue; - if (attr_x == -1 || ABS(jx-x)+ABS(jy-y) < ABS(attr_x-x)+ABS(attr_y-y)) + if (attr_x == -1 || + ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y)) { attr_x = jx; attr_y = jy; @@ -2665,8 +3443,8 @@ void TurnRound(int x, int y) for (i=0; i<4; i++) { - int ex = x + xy[i%4][0]; - int ey = y + xy[i%4][1]; + int ex = x + xy[i % 4][0]; + int ey = y + xy[i % 4][1]; if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN) { @@ -2678,111 +3456,260 @@ void TurnRound(int x, int y) } MovDir[x][y] = MV_NO_MOVING; - if (attr_xx) + else if (attr_x > x) MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT); - if (attr_yy) + else if (attr_y > y) MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN); if (element == EL_ROBOT) { int newx, newy; - if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN))) - MovDir[x][y] &= (RND(2) ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN)); + if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL) + MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL); Moving2Blocked(x, y, &newx, &newy); if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy)) - MovDelay[x][y] = 8+8*!RND(3); + MovDelay[x][y] = 8 + 8 * !RND(3); else MovDelay[x][y] = 16; } - else + else if (element == EL_PENGUIN) { int newx, newy; MovDelay[x][y] = 1; - if ((MovDir[x][y]&(MV_LEFT|MV_RIGHT)) && (MovDir[x][y]&(MV_UP|MV_DOWN))) + if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL) { boolean first_horiz = RND(2); int new_move_dir = MovDir[x][y]; MovDir[x][y] = - new_move_dir & (first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN)); + new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); Moving2Blocked(x, y, &newx, &newy); - if (IN_LEV_FIELD(newx, newy) && - (IS_FREE(newx, newy) || - Feld[newx][newy] == EL_ACID || - (element == EL_PENGUIN && - (Feld[newx][newy] == EL_EXIT_OPEN || - IS_FOOD_PENGUIN(Feld[newx][newy]))))) + if (PENGUIN_CAN_ENTER_FIELD(newx, newy)) return; MovDir[x][y] = - new_move_dir & (!first_horiz ? (MV_LEFT|MV_RIGHT) : (MV_UP|MV_DOWN)); + new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); Moving2Blocked(x, y, &newx, &newy); - if (IN_LEV_FIELD(newx, newy) && - (IS_FREE(newx, newy) || - Feld[newx][newy] == EL_ACID || - (element == EL_PENGUIN && - (Feld[newx][newy] == EL_EXIT_OPEN || - IS_FOOD_PENGUIN(Feld[newx][newy]))))) + if (PENGUIN_CAN_ENTER_FIELD(newx, newy)) return; MovDir[x][y] = old_move_dir; return; } } - } -} + else /* (element == EL_SATELLITE) */ + { + int newx, newy; -static boolean JustBeingPushed(int x, int y) -{ - int i; + MovDelay[x][y] = 1; - for (i=0; iactive && player->Pushing && player->MovPos) - { - int next_jx = player->jx + (player->jx - player->last_jx); - int next_jy = player->jy + (player->jy - player->last_jy); + MovDir[x][y] = + new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); - if (x == next_jx && y == next_jy) - return TRUE; - } - } + if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy)) + return; - return FALSE; -} + MovDir[x][y] = + new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); -void StartMoving(int x, int y) -{ - static boolean use_spring_bug = TRUE; - boolean started_moving = FALSE; /* some elements can fall _and_ move */ - int element = Feld[x][y]; + if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy)) + return; + + MovDir[x][y] = old_move_dir; + return; + } + } + } + else if (element_info[element].move_pattern == MV_ALL_DIRECTIONS || + element_info[element].move_pattern == MV_TURNING_LEFT || + element_info[element].move_pattern == MV_TURNING_RIGHT) + { + boolean can_turn_left = ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y); + boolean can_turn_right = ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y); + + if (element_info[element].move_pattern == MV_TURNING_LEFT) + MovDir[x][y] = left_dir; + else if (element_info[element].move_pattern == MV_TURNING_RIGHT) + MovDir[x][y] = right_dir; + else if (can_turn_left && can_turn_right) + MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir); + else if (can_turn_left) + MovDir[x][y] = (RND(2) ? left_dir : back_dir); + else if (can_turn_right) + MovDir[x][y] = (RND(2) ? right_dir : back_dir); + else + MovDir[x][y] = back_dir; + + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } + else if (element_info[element].move_pattern == MV_HORIZONTAL || + element_info[element].move_pattern == MV_VERTICAL) + { + if (element_info[element].move_pattern & old_move_dir) + MovDir[x][y] = back_dir; + else if (element_info[element].move_pattern == MV_HORIZONTAL) + MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT); + else if (element_info[element].move_pattern == MV_VERTICAL) + MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN); + + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } + else if (element_info[element].move_pattern & MV_ANY_DIRECTION) + { + MovDir[x][y] = element_info[element].move_pattern; + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } + else if (element_info[element].move_pattern == MV_ALONG_LEFT_SIDE) + { + if (ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y)) + MovDir[x][y] = left_dir; + else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y)) + MovDir[x][y] = right_dir; + + if (MovDir[x][y] != old_move_dir) + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } + else if (element_info[element].move_pattern == MV_ALONG_RIGHT_SIDE) + { + if (ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y)) + MovDir[x][y] = right_dir; + else if (!ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y)) + MovDir[x][y] = left_dir; + + if (MovDir[x][y] != old_move_dir) + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + } + else if (element_info[element].move_pattern == MV_TOWARDS_PLAYER || + element_info[element].move_pattern == MV_AWAY_FROM_PLAYER) + { + int attr_x = -1, attr_y = -1; + int newx, newy; + boolean move_away = + (element_info[element].move_pattern == MV_AWAY_FROM_PLAYER); + + if (AllPlayersGone) + { + attr_x = ExitX; + attr_y = ExitY; + } + else + { + int i; + + for (i=0; ijx, jy = player->jy; + + if (!player->active) + continue; + + if (attr_x == -1 || + ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y)) + { + attr_x = jx; + attr_y = jy; + } + } + } + + MovDir[x][y] = MV_NO_MOVING; + if (attr_x < x) + MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT); + else if (attr_x > x) + MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT); + if (attr_y < y) + MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP); + else if (attr_y > y) + MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN); + + MovDelay[x][y] = GET_NEW_MOVE_DELAY(element); + + if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL) + { + boolean first_horiz = RND(2); + int new_move_dir = MovDir[x][y]; + + MovDir[x][y] = + new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy)) + return; + + MovDir[x][y] = + new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL); + Moving2Blocked(x, y, &newx, &newy); + + if (ELEMENT_CAN_ENTER_FIELD_OR_ACID(element, newx, newy)) + return; + + MovDir[x][y] = old_move_dir; + } + } +} + +static boolean JustBeingPushed(int x, int y) +{ + int i; + + for (i=0; iactive && player->Pushing && player->MovPos) + { + int next_jx = player->jx + (player->jx - player->last_jx); + int next_jy = player->jy + (player->jy - player->last_jy); + + if (x == next_jx && y == next_jy) + return TRUE; + } + } + + return FALSE; +} + +void StartMoving(int x, int y) +{ + boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0)); + boolean started_moving = FALSE; /* some elements can fall _and_ move */ + int element = Feld[x][y]; if (Stop[x][y]) return; - GfxAction[x][y] = ACTION_DEFAULT; + /* !!! this should be handled more generic (not only for mole) !!! */ + if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING) + GfxAction[x][y] = ACTION_DEFAULT; if (CAN_FALL(element) && y < lev_fieldy - 1) { - if ((x>0 && IS_PLAYER(x-1, y)) || (x 0 && IS_PLAYER(x - 1, y)) || + (x < lev_fieldx-1 && IS_PLAYER(x + 1, y))) if (JustBeingPushed(x, y)) return; if (element == EL_QUICKSAND_FULL) { - if (IS_FREE(x, y+1)) + if (IS_FREE(x, y + 1)) { InitMovingField(x, y, MV_DOWN); started_moving = TRUE; @@ -2795,7 +3722,7 @@ void StartMoving(int x, int y) PlaySoundLevel(x, y, SND_QUICKSAND_EMPTYING); #endif } - else if (Feld[x][y+1] == EL_QUICKSAND_EMPTY) + else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY) { if (!MovDelay[x][y]) MovDelay[x][y] = TILEY + 1; @@ -2808,8 +3735,8 @@ void StartMoving(int x, int y) } Feld[x][y] = EL_QUICKSAND_EMPTY; - Feld[x][y+1] = EL_QUICKSAND_FULL; - Store[x][y+1] = Store[x][y]; + Feld[x][y + 1] = EL_QUICKSAND_FULL; + Store[x][y + 1] = Store[x][y]; Store[x][y] = 0; #if 1 PlaySoundLevelAction(x, y, ACTION_FILLING); @@ -2819,7 +3746,7 @@ void StartMoving(int x, int y) } } else if ((element == EL_ROCK || element == EL_BD_ROCK) && - Feld[x][y+1] == EL_QUICKSAND_EMPTY) + Feld[x][y + 1] == EL_QUICKSAND_EMPTY) { InitMovingField(x, y, MV_DOWN); started_moving = TRUE; @@ -2834,7 +3761,7 @@ void StartMoving(int x, int y) } else if (element == EL_MAGIC_WALL_FULL) { - if (IS_FREE(x, y+1)) + if (IS_FREE(x, y + 1)) { InitMovingField(x, y, MV_DOWN); started_moving = TRUE; @@ -2842,7 +3769,7 @@ void StartMoving(int x, int y) Feld[x][y] = EL_MAGIC_WALL_EMPTYING; Store[x][y] = EL_CHANGED(Store[x][y]); } - else if (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE) + else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE) { if (!MovDelay[x][y]) MovDelay[x][y] = TILEY/4 + 1; @@ -2855,14 +3782,14 @@ void StartMoving(int x, int y) } Feld[x][y] = EL_MAGIC_WALL_ACTIVE; - Feld[x][y+1] = EL_MAGIC_WALL_FULL; - Store[x][y+1] = EL_CHANGED(Store[x][y]); + Feld[x][y + 1] = EL_MAGIC_WALL_FULL; + Store[x][y + 1] = EL_CHANGED(Store[x][y]); Store[x][y] = 0; } } else if (element == EL_BD_MAGIC_WALL_FULL) { - if (IS_FREE(x, y+1)) + if (IS_FREE(x, y + 1)) { InitMovingField(x, y, MV_DOWN); started_moving = TRUE; @@ -2870,7 +3797,7 @@ void StartMoving(int x, int y) Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING; Store[x][y] = EL_CHANGED2(Store[x][y]); } - else if (Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE) + else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE) { if (!MovDelay[x][y]) MovDelay[x][y] = TILEY/4 + 1; @@ -2883,27 +3810,27 @@ void StartMoving(int x, int y) } Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE; - Feld[x][y+1] = EL_BD_MAGIC_WALL_FULL; - Store[x][y+1] = EL_CHANGED2(Store[x][y]); + Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL; + Store[x][y + 1] = EL_CHANGED2(Store[x][y]); Store[x][y] = 0; } } - else if (CAN_CHANGE(element) && - (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE || - Feld[x][y+1] == EL_BD_MAGIC_WALL_ACTIVE)) + else if (CAN_PASS_MAGIC_WALL(element) && + (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE || + Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) { InitMovingField(x, y, MV_DOWN); started_moving = TRUE; Feld[x][y] = - (Feld[x][y+1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING : + (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING : EL_BD_MAGIC_WALL_FILLING); Store[x][y] = element; } #if 0 - else if (CAN_SMASH(element) && Feld[x][y+1] == EL_ACID) + else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID) #else - else if (CAN_FALL(element) && Feld[x][y+1] == EL_ACID) + else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID) #endif { SplashAcid(x, y); @@ -2914,15 +3841,30 @@ void StartMoving(int x, int y) Store[x][y] = EL_ACID; #if 0 /* !!! TEST !!! better use "_FALLING" etc. !!! */ - GfxAction[x][y+1] = ACTION_ACTIVE; + GfxAction[x][y + 1] = ACTION_ACTIVE; #endif } - else if (CAN_SMASH(element) && Feld[x][y+1] == EL_BLOCKED && +#if 1 +#if 1 + else if (game.engine_version < RELEASE_IDENT(2,2,0,7) && + CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED && + JustStopped[x][y] && !Pushed[x][y + 1]) +#else + else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED && JustStopped[x][y]) +#endif { + /* calling "Impact()" here is not only completely unneccessary + (because it already gets called from "ContinueMoving()" in + all relevant situations), but also completely bullshit, because + "JustStopped" also indicates a finished *horizontal* movement; + we must keep this trash for backwards compatibility with older + tapes */ + Impact(x, y); } - else if (IS_FREE(x, y+1) && element == EL_SPRING && use_spring_bug) +#endif + else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug) { if (MovDir[x][y] == MV_NO_MOVING) { @@ -2930,7 +3872,7 @@ void StartMoving(int x, int y) started_moving = TRUE; } } - else if (IS_FREE(x, y+1)) + else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING) { if (JustStopped[x][y]) /* prevent animation from being restarted */ MovDir[x][y] = MV_DOWN; @@ -2943,45 +3885,66 @@ void StartMoving(int x, int y) Feld[x][y] = EL_AMOEBA_GROWING; Store[x][y] = EL_AMOEBA_WET; } - /* Store[x][y+1] must be zero, because: - (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y+1] == EL_QUICKSAND_EMPTY + /* Store[x][y + 1] must be zero, because: + (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY */ #if 0 #if OLD_GAME_BEHAVIOUR - else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1]) + else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1]) #else - else if (IS_SLIPPERY(Feld[x][y+1]) && !Store[x][y+1] && - !IS_FALLING(x, y+1) && !JustStopped[x][y+1] && + else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] && + !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] && element != EL_DX_SUPABOMB) #endif #else - else if ((IS_SLIPPERY(Feld[x][y+1]) || - (IS_EM_SLIPPERY_WALL(Feld[x][y+1]) && IS_GEM(element))) && - !IS_FALLING(x, y+1) && !JustStopped[x][y+1] && + else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) || + (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) && + !IS_FALLING(x, y + 1) && !JustStopped[x][y + 1] && element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE) #endif { - boolean left = (x>0 && IS_FREE(x-1, y) && - (IS_FREE(x-1, y+1) || Feld[x-1][y+1] == EL_ACID)); - boolean right = (x 0 && IS_FREE(x - 1, y) && + (IS_FREE(x - 1, y + 1) || + Feld[x - 1][y + 1] == EL_ACID)); + boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) && + (IS_FREE(x + 1, y + 1) || + Feld[x + 1][y + 1] == EL_ACID)); + boolean can_fall_any = (can_fall_left || can_fall_right); + boolean can_fall_both = (can_fall_left && can_fall_right); - if (left || right) + if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1])) { - if (left && right && + int slippery_type = element_info[Feld[x][y + 1]].slippery_type; + + if (slippery_type == SLIPPERY_ONLY_LEFT) + can_fall_right = FALSE; + else if (slippery_type == SLIPPERY_ONLY_RIGHT) + can_fall_left = FALSE; + else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both) + can_fall_right = FALSE; + else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both) + can_fall_left = FALSE; + + can_fall_any = (can_fall_left || can_fall_right); + can_fall_both = (can_fall_left && can_fall_right); + } + + if (can_fall_any) + { + if (can_fall_both && (game.emulation != EMU_BOULDERDASH && element != EL_BD_ROCK && element != EL_BD_DIAMOND)) - left = !(right = RND(2)); + can_fall_left = !(can_fall_right = RND(2)); - InitMovingField(x, y, left ? MV_LEFT : MV_RIGHT); + InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT); started_moving = TRUE; } } - else if (IS_BELT_ACTIVE(Feld[x][y+1])) + else if (IS_BELT_ACTIVE(Feld[x][y + 1])) { - boolean left_is_free = (x>0 && IS_FREE(x-1, y)); - boolean right_is_free = (x 0 && IS_FREE(x - 1, y)); + boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y)); + int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]); int belt_dir = game.belt_dir[belt_nr]; if ((belt_dir == MV_LEFT && left_is_free) || @@ -2995,7 +3958,7 @@ void StartMoving(int x, int y) } } - /* not "else if" because of EL_SPRING */ + /* not "else if" because of elements that can fall and move (EL_SPRING) */ if (CAN_MOVE(element) && !started_moving) { int newx, newy; @@ -3027,7 +3990,10 @@ void StartMoving(int x, int y) if (element != EL_YAMYAM && element != EL_DARK_YAMYAM && - element != EL_PACMAN) + element != EL_PACMAN && + !(element_info[element].move_pattern & MV_ANY_DIRECTION) && + element_info[element].move_pattern != MV_TURNING_LEFT && + element_info[element].move_pattern != MV_TURNING_RIGHT) { TurnRound(x, y); @@ -3044,11 +4010,36 @@ void StartMoving(int x, int y) { MovDelay[x][y]--; +#if 0 + if (element == EL_YAMYAM) + { + printf("::: %d\n", + el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT)); + DrawLevelElementAnimation(x, y, element); + } +#endif + + if (MovDelay[x][y]) /* element still has to wait some time */ + { +#if 0 + /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */ + ResetGfxAnimation(x, y); +#endif + GfxAction[x][y] = ACTION_WAITING; + } + if (element == EL_ROBOT || +#if 0 + element == EL_PACMAN || +#endif element == EL_YAMYAM || element == EL_DARK_YAMYAM) { +#if 0 + DrawLevelElementAnimation(x, y, element); +#else DrawLevelElementAnimationIfNeeded(x, y, element); +#endif PlaySoundLevelAction(x, y, ACTION_WAITING); } else if (element == EL_SP_ELECTRON) @@ -3071,15 +4062,14 @@ void StartMoving(int x, int y) int sx = SCREENX(xx), sy = SCREENY(yy); int flame_graphic = graphic + (i - 1); - if (!IN_LEV_FIELD(xx, yy) || - IS_SOLID(Feld[xx][yy]) || Feld[xx][yy] == EL_EXPLOSION) + if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy])) break; if (MovDelay[x][y]) { int flamed = MovingOrBlocked2Element(xx, yy); - if (IS_ENEMY(flamed) || IS_EXPLOSIVE(flamed)) + if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_FIRE(flamed)) Bang(xx, yy); else RemoveMovingField(xx, yy); @@ -3103,29 +4093,37 @@ void StartMoving(int x, int y) return; } + + /* special case of "moving" animation of waiting elements (FIX THIS !!!); + for all other elements GfxAction will be set by InitMovingField() */ + if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY) + GfxAction[x][y] = ACTION_MOVING; } /* now make next step */ Moving2Blocked(x, y, &newx, &newy); /* get next screen position */ - if (IS_ENEMY(element) && IS_PLAYER(newx, newy) && + if (DONT_COLLIDE_WITH(element) && + IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) && !PLAYER_PROTECTED(newx, newy)) { - #if 1 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]); return; #else - /* enemy got the player */ + /* player killed by element which is deadly when colliding with */ MovDir[x][y] = 0; KillHero(PLAYERINFO(newx, newy)); return; #endif } - else if ((element == EL_PENGUIN || element == EL_ROBOT || - element == EL_SATELLITE || element == EL_BALLOON) && + else if ((element == EL_PENGUIN || + element == EL_ROBOT || + element == EL_SATELLITE || + element == EL_BALLOON || + IS_CUSTOM_ELEMENT(element)) && IN_LEV_FIELD(newx, newy) && MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID) { @@ -3159,6 +4157,8 @@ void StartMoving(int x, int y) } else if (!IS_FREE(newx, newy)) { + GfxAction[x][y] = ACTION_WAITING; + if (IS_PLAYER(x, y)) DrawPlayerField(x, y); else @@ -3168,7 +4168,7 @@ void StartMoving(int x, int y) } else if (element == EL_PIG && IN_LEV_FIELD(newx, newy)) { - if (IS_GEM(Feld[newx][newy])) + if (IS_FOOD_PIG(Feld[newx][newy])) { if (IS_MOVING(newx, newy)) RemoveMovingField(newx, newy); @@ -3210,7 +4210,9 @@ void StartMoving(int x, int y) int element2 = (IN_LEV_FIELD(newx2, newy2) ? MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL); - if ((wanna_flame || IS_ENEMY(element1) || IS_ENEMY(element2)) && + if ((wanna_flame || + IS_CLASSIC_ENEMY(element1) || + IS_CLASSIC_ENEMY(element2)) && element1 != EL_DRAGON && element2 != EL_DRAGON && element1 != EL_FLAMES && element2 != EL_FLAMES) { @@ -3280,6 +4282,11 @@ void StartMoving(int x, int y) { Feld[newx][newy] = EL_AMOEBA_SHRINKING; PlaySoundLevel(x, y, SND_MOLE_DIGGING); + + ResetGfxAnimation(x, y); + GfxAction[x][y] = ACTION_DIGGING; + DrawLevelField(x, y); + MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */ return; /* wait for shrinking amoeba */ } @@ -3303,23 +4310,31 @@ void StartMoving(int x, int y) TurnRound(x, y); - if (element == EL_BUG || element == EL_SPACESHIP || +#if 1 + if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */ + DrawLevelElementAnimation(x, y, element); +#else + if (element == EL_BUG || + element == EL_SPACESHIP || element == EL_SP_SNIKSNAK) DrawLevelField(x, y); - else if (element == EL_BUG || element == EL_SPACESHIP || - element == EL_SP_SNIKSNAK || element == EL_MOLE) + else if (element == EL_MOLE) DrawLevelField(x, y); - else if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY) + else if (element == EL_BD_BUTTERFLY || + element == EL_BD_FIREFLY) DrawLevelElementAnimationIfNeeded(x, y, element); else if (element == EL_SATELLITE) DrawLevelElementAnimationIfNeeded(x, y, element); else if (element == EL_SP_ELECTRON) DrawLevelElementAnimationIfNeeded(x, y, element); +#endif if (DONT_TOUCH(element)) TestIfBadThingTouchesHero(x, y); +#if 0 PlaySoundLevelAction(x, y, ACTION_WAITING); +#endif return; } @@ -3339,65 +4354,28 @@ void ContinueMoving(int x, int y) int direction = MovDir[x][y]; int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0); int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0); - int horiz_move = (dx != 0); int newx = x + dx, newy = y + dy; - int step = (horiz_move ? dx : dy) * TILEX / 8; - - if (element == EL_AMOEBA_DROP || element == EL_AMOEBA_DROPPING) - step /= 2; - else if (element == EL_QUICKSAND_FILLING || - element == EL_QUICKSAND_EMPTYING) - step /= 4; - else if (element == EL_MAGIC_WALL_FILLING || - element == EL_BD_MAGIC_WALL_FILLING || - element == EL_MAGIC_WALL_EMPTYING || - element == EL_BD_MAGIC_WALL_EMPTYING) - step /= 2; - else if (CAN_FALL(element) && horiz_move && - y < lev_fieldy-1 && IS_BELT_ACTIVE(Feld[x][y+1])) - step /= 2; - else if (element == EL_SPRING && horiz_move) - step *= 2; + int nextx = newx + dx, nexty = newy + dy; + boolean pushed = Pushed[x][y]; -#if OLD_GAME_BEHAVIOUR - else if (CAN_FALL(element) && horiz_move && !IS_SP_ELEMENT(element)) - step*=2; -#endif + MovPos[x][y] += getElementMoveStepsize(x, y); - MovPos[x][y] += step; + if (pushed) /* special case: moving object pushed by player */ + MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos)); if (ABS(MovPos[x][y]) >= TILEX) /* object reached its destination */ { Feld[x][y] = EL_EMPTY; Feld[newx][newy] = element; + MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */ if (element == EL_MOLE) { - int i; - static int xy[4][2] = - { - { 0, -1 }, - { -1, 0 }, - { +1, 0 }, - { 0, +1 } - }; - Feld[x][y] = EL_SAND; - DrawLevelField(x, y); - for(i=0; i<4; i++) - { - int xx, yy; - - xx = x + xy[i][0]; - yy = y + xy[i][1]; - - if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_SAND) - DrawLevelField(xx, yy); /* for "crumbled sand" */ - } + DrawLevelFieldCrumbledSandNeighbours(x, y); } - - if (element == EL_QUICKSAND_FILLING) + else if (element == EL_QUICKSAND_FILLING) { element = Feld[newx][newy] = get_next_element(element); Store[newx][newy] = Store[x][y]; @@ -3440,6 +4418,16 @@ void ContinueMoving(int x, int y) Feld[x][y] = get_next_element(element); element = Feld[newx][newy] = Store[x][y]; } + else if (element == EL_SOKOBAN_OBJECT) + { + if (Back[x][y]) + Feld[x][y] = Back[x][y]; + + if (Back[newx][newy]) + Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL; + + Back[x][y] = Back[newx][newy] = 0; + } else if (Store[x][y] == EL_ACID) { element = Feld[newx][newy] = EL_ACID; @@ -3449,25 +4437,37 @@ void ContinueMoving(int x, int y) MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0; MovDelay[newx][newy] = 0; + /* copy element change control values to new field */ + ChangeDelay[newx][newy] = ChangeDelay[x][y]; + /* copy animation control values to new field */ GfxFrame[newx][newy] = GfxFrame[x][y]; GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */ GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */ + Pushed[x][y] = Pushed[newx][newy] = FALSE; + ResetGfxAnimation(x, y); /* reset animation values for old field */ -#if 1 #if 0 + /* 2.1.1 (does not work correctly for spring) */ if (!CAN_MOVE(element)) MovDir[newx][newy] = 0; #else - /* + +#if 0 + /* (does not work for falling objects that slide horizontally) */ if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN) MovDir[newx][newy] = 0; +#else + /* + if (!CAN_MOVE(element) || + (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN)) + MovDir[newx][newy] = 0; */ if (!CAN_MOVE(element) || - (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN)) + (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)) MovDir[newx][newy] = 0; #endif #endif @@ -3475,8 +4475,10 @@ void ContinueMoving(int x, int y) DrawLevelField(x, y); DrawLevelField(newx, newy); - Stop[newx][newy] = TRUE; - JustStopped[newx][newy] = 3; + Stop[newx][newy] = TRUE; /* ignore this element until the next frame */ + + if (!pushed) /* special case: moving object pushed by player */ + JustStopped[newx][newy] = 3; if (DONT_TOUCH(element)) /* object may be nasty to player or others */ { @@ -3487,9 +4489,15 @@ void ContinueMoving(int x, int y) else if (element == EL_PENGUIN) TestIfFriendTouchesBadThing(newx, newy); - if (CAN_SMASH(element) && direction == MV_DOWN && - (newy == lev_fieldy-1 || !IS_FREE(x, newy+1))) + if (CAN_FALL(element) && direction == MV_DOWN && + (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1))) Impact(x, newy); + + if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty)) + CheckElementChange(newx, newy, element, CE_COLLISION); + + TestIfPlayerTouchesCustomElement(newx, newy); + TestIfElementTouchesCustomElement(newx, newy); } else /* still moving on */ { @@ -3798,6 +4806,7 @@ void AmoebeAbleger(int ax, int ay) if (!IN_LEV_FIELD(x, y)) return; + /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ if (IS_FREE(x, y) || Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY) { @@ -3822,6 +4831,7 @@ void AmoebeAbleger(int ax, int ay) if (!IN_LEV_FIELD(x, y)) continue; + /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ if (IS_FREE(x, y) || Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY) { @@ -3966,6 +4976,7 @@ void Life(int ax, int ay) changed = TRUE; } } + /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */ else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND) { /* free border field */ if (nachbarn >= life[2] && nachbarn <= life[3]) @@ -3987,7 +4998,7 @@ void Life(int ax, int ay) static void InitRobotWheel(int x, int y) { - MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; + ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; } static void RunRobotWheel(int x, int y) @@ -4003,7 +5014,7 @@ static void StopRobotWheel(int x, int y) static void InitTimegateWheel(int x, int y) { - MovDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; + ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND; } static void RunTimegateWheel(int x, int y) @@ -4137,22 +5148,22 @@ void MauerWaechst(int x, int y) { if (MovDir[x][y] == MV_LEFT) { - if (IN_LEV_FIELD(x - 1, y) && IS_MAUER(Feld[x - 1][y])) + if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y])) DrawLevelField(x - 1, y); } else if (MovDir[x][y] == MV_RIGHT) { - if (IN_LEV_FIELD(x + 1, y) && IS_MAUER(Feld[x + 1][y])) + if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y])) DrawLevelField(x + 1, y); } else if (MovDir[x][y] == MV_UP) { - if (IN_LEV_FIELD(x, y - 1) && IS_MAUER(Feld[x][y - 1])) + if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1])) DrawLevelField(x, y - 1); } else { - if (IN_LEV_FIELD(x, y + 1) && IS_MAUER(Feld[x][y + 1])) + if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1])) DrawLevelField(x, y + 1); } @@ -4251,13 +5262,13 @@ void MauerAbleger(int ax, int ay) if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei)) DrawLevelField(ax, ay); - if (!IN_LEV_FIELD(ax, ay-1) || IS_MAUER(Feld[ax][ay-1])) + if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1])) oben_massiv = TRUE; - if (!IN_LEV_FIELD(ax, ay+1) || IS_MAUER(Feld[ax][ay+1])) + if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1])) unten_massiv = TRUE; - if (!IN_LEV_FIELD(ax-1, ay) || IS_MAUER(Feld[ax-1][ay])) + if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay])) links_massiv = TRUE; - if (!IN_LEV_FIELD(ax+1, ay) || IS_MAUER(Feld[ax+1][ay])) + if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay])) rechts_massiv = TRUE; if (((oben_massiv && unten_massiv) || @@ -4329,7 +5340,7 @@ static void InitBuggyBase(int x, int y) int element = Feld[x][y]; int activating_delay = FRAMES_PER_SECOND / 4; - MovDelay[x][y] = + ChangeDelay[x][y] = (element == EL_SP_BUGGY_BASE ? 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay : element == EL_SP_BUGGY_BASE_ACTIVATING ? @@ -4364,7 +5375,7 @@ static void WarnBuggyBase(int x, int y) static void InitTrap(int x, int y) { - MovDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND); + ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND); } static void ActivateTrap(int x, int y) @@ -4381,105 +5392,335 @@ static void ChangeActiveTrap(int x, int y) DrawLevelFieldCrumbledSand(x, y); } -static void ChangeElement(int x, int y) +static void ChangeElementNowExt(int x, int y, int target_element) { - int element = Feld[x][y]; - - if (MovDelay[x][y] == 0) /* initialize element change */ + /* check if element under player changes from accessible to unaccessible + (needed for special case of dropping element which then changes) */ + if (IS_PLAYER(x, y) && !PLAYER_PROTECTED(x, y) && + IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element)) { - MovDelay[x][y] = changing_element[element].change_delay + 1; - - ResetGfxAnimation(x, y); - ResetRandomAnimationValue(x, y); - - if (changing_element[element].pre_change_function) - changing_element[element].pre_change_function(x, y); + Bang(x, y); + return; } - MovDelay[x][y]--; + RemoveField(x, y); + Feld[x][y] = target_element; - if (MovDelay[x][y] != 0) /* continue element change */ - { - if (IS_ANIMATED(el2img(element))) - DrawLevelElementAnimationIfNeeded(x, y, element); + ResetGfxAnimation(x, y); + ResetRandomAnimationValue(x, y); - if (changing_element[element].change_function) - changing_element[element].change_function(x, y); - } - else /* finish element change */ - { - Feld[x][y] = changing_element[element].next_element; + InitField(x, y, FALSE); + if (CAN_MOVE(Feld[x][y])) + InitMovDir(x, y); - ResetGfxAnimation(x, y); - ResetRandomAnimationValue(x, y); + DrawLevelField(x, y); - DrawLevelField(x, y); + if (CAN_BE_CRUMBLED(Feld[x][y])) + DrawLevelFieldCrumbledSandNeighbours(x, y); - if (changing_element[element].post_change_function) - changing_element[element].post_change_function(x, y); - } + TestIfBadThingTouchesHero(x, y); + TestIfPlayerTouchesCustomElement(x, y); + TestIfElementTouchesCustomElement(x, y); + + if (ELEM_IS_PLAYER(target_element)) + RelocatePlayer(x, y, target_element); } -static void PlayerActions(struct PlayerInfo *player, byte player_action) +static void ChangeElementNow(int x, int y, int element, int page) { - static byte stored_player_action[MAX_PLAYERS]; - static int num_stored_actions = 0; - boolean moved = FALSE, snapped = FALSE, bombed = FALSE; - int left = player_action & JOY_LEFT; - int right = player_action & JOY_RIGHT; - int up = player_action & JOY_UP; - int down = player_action & JOY_DOWN; - int button1 = player_action & JOY_BUTTON_1; - int button2 = player_action & JOY_BUTTON_2; - int dx = (left ? -1 : right ? 1 : 0); - int dy = (up ? -1 : down ? 1 : 0); + struct ElementChangeInfo *change = &element_info[element].change_page[page]; - stored_player_action[player->index_nr] = 0; - num_stored_actions++; + CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING); - if (!player->active || tape.pausing) + if (change->explode) + { + Bang(x, y); return; + } - if (player_action) + if (change->use_content) { - if (button1) - snapped = SnapField(player, dx, dy); - else - { - if (button2) - bombed = PlaceBomb(player); - moved = MoveFigure(player, dx, dy); - } + boolean complete_change = TRUE; + boolean can_change[3][3]; + int xx, yy; - if (tape.single_step && tape.recording && !tape.pausing) + for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++) { - if (button1 || (bombed && !moved)) + boolean half_destructible; + int ex = x + xx - 1; + int ey = y + yy - 1; + int e; + + can_change[xx][yy] = TRUE; + + if (ex == x && ey == y) /* do not check changing element itself */ + continue; + + if (change->content[xx][yy] == EL_EMPTY_SPACE) { - TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); - SnapField(player, 0, 0); /* stop snapping */ + can_change[xx][yy] = FALSE; /* do not change empty borders */ + + continue; } - } - stored_player_action[player->index_nr] = player_action; - } - else - { - /* no actions for this player (no input at player's configured device) */ + if (!IN_LEV_FIELD(ex, ey)) + { + can_change[xx][yy] = FALSE; + complete_change = FALSE; - DigField(player, 0, 0, 0, 0, DF_NO_PUSH); - SnapField(player, 0, 0); - CheckGravityMovement(player); + continue; + } - if (player->MovPos == 0) - { -#if 0 - printf("Trying... Player frame reset\n"); -#endif + e = Feld[ex][ey]; - InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir); - } + if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) + e = MovingOrBlocked2Element(ex, ey); - if (player->MovPos == 0) /* needed for tape.playing */ + half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e)); + + if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) || + (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) || + (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e))) + { + can_change[xx][yy] = FALSE; + complete_change = FALSE; + } + } + + if (!change->only_complete || complete_change) + { + boolean something_has_changed = FALSE; + + if (change->only_complete && change->use_random_change && + RND(100) < change->random) + return; + + for (yy = 0; yy < 3; yy++) for(xx = 0; xx < 3 ; xx++) + { + int ex = x + xx - 1; + int ey = y + yy - 1; + + if (can_change[xx][yy] && (!change->use_random_change || + RND(100) < change->random)) + { + if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey)) + RemoveMovingField(ex, ey); + + ChangeElementNowExt(ex, ey, change->content[xx][yy]); + + something_has_changed = TRUE; + + /* for symmetry reasons, stop newly created border elements */ + if (ex != x || ey != y) + Stop[ex][ey] = TRUE; + } + } + + if (something_has_changed) + PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING); + } + } + else + { + ChangeElementNowExt(x, y, change->target_element); + + PlaySoundLevelElementAction(x, y, element, ACTION_CHANGING); + } +} + +static void ChangeElement(int x, int y, int page) +{ + int element = MovingOrBlocked2Element(x, y); + struct ElementChangeInfo *change = &element_info[element].change_page[page]; + + if (ChangeDelay[x][y] == 0) /* initialize element change */ + { + ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames + + RND(change->delay_random * change->delay_frames)) + 1; + + ResetGfxAnimation(x, y); + ResetRandomAnimationValue(x, y); + + if (change->pre_change_function) + change->pre_change_function(x, y); + } + + ChangeDelay[x][y]--; + + if (ChangeDelay[x][y] != 0) /* continue element change */ + { + int graphic = el_act_dir2img(element, GfxAction[x][y], MovDir[x][y]); + + if (IS_ANIMATED(graphic)) + DrawLevelGraphicAnimationIfNeeded(x, y, graphic); + + if (change->change_function) + change->change_function(x, y); + } + else /* finish element change */ + { + if (IS_MOVING(x, y)) /* never change a running system ;-) */ + { + ChangeDelay[x][y] = 1; /* try change after next move step */ + + return; + } + + ChangeElementNow(x, y, element, page); + + if (change->post_change_function) + change->post_change_function(x, y); + } +} + +static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element, + int trigger_event) +{ + int i, j, x, y; + + if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event))) + return FALSE; + + /* prevent this function from running into a loop */ + if (trigger_event == CE_OTHER_IS_CHANGING) + Changing[lx][ly] = TRUE; + + for (i=0; i < NUM_CUSTOM_ELEMENTS; i++) + { + int element = EL_CUSTOM_START + i; + +#if 1 + boolean change_element = FALSE; + int page; + + if (!CAN_CHANGE(element) || + !HAS_ANY_CHANGE_EVENT(element, trigger_event)) + continue; + + for (j=0; j < element_info[element].num_change_pages; j++) + { + if (element_info[element].change_page[j].trigger_element == + trigger_element) + { + change_element = TRUE; + page = j; + + break; + } + } + + if (!change_element) + continue; + +#else + if (!CAN_CHANGE(element) || + !HAS_ANY_CHANGE_EVENT(element, trigger_event) || + element_info[element].change->trigger_element != trigger_element) + continue; +#endif + + for (y=0; yindex_nr] = 0; + num_stored_actions++; + + if (!player->active || tape.pausing) + return; + + if (player_action) + { + if (button1) + snapped = SnapField(player, dx, dy); + else + { + if (button2) + dropped = DropElement(player); + + moved = MoveFigure(player, dx, dy); + } + + if (tape.single_step && tape.recording && !tape.pausing) + { + if (button1 || (dropped && !moved)) + { + TapeTogglePause(TAPE_TOGGLE_AUTOMATIC); + SnapField(player, 0, 0); /* stop snapping */ + } + } + + stored_player_action[player->index_nr] = player_action; + } + else + { + /* no actions for this player (no input at player's configured device) */ + + DigField(player, 0, 0, 0, 0, DF_NO_PUSH); + SnapField(player, 0, 0); + CheckGravityMovement(player); + + if (player->MovPos == 0) + InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir); + + if (player->MovPos == 0) /* needed for tape.playing */ player->is_moving = FALSE; } @@ -4499,7 +5740,7 @@ void GameActions() byte *recorded_player_action; byte summarized_player_action = 0; - if (game_status != PLAYING) + if (game_status != GAME_MODE_PLAYING) return; action_delay_value = @@ -4525,7 +5766,7 @@ void GameActions() HandleNetworking(); #endif - if (game_status != PLAYING) + if (game_status != GAME_MODE_PLAYING) return; if (!network_player_action_received) @@ -4586,6 +5827,30 @@ void GameActions() stored_player[i].Frame++; #endif +#if 1 + if (game.engine_version < RELEASE_IDENT(2,2,0,7)) + { + for (i=0; ijx; + int y = player->jy; + + if (player->active && player->Pushing && player->is_moving && + IS_MOVING(x, y)) + { + ContinueMoving(x, y); + + /* continue moving after pushing (this is actually a bug) */ + if (!IS_MOVING(x, y)) + { + Stop[x][y] = FALSE; + } + } + } + } +#endif + for (y=0; yprogrammed_action = MV_DOWN; } } @@ -5070,7 +6400,7 @@ boolean MoveFigureOneStep(struct PlayerInfo *player, element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy); #endif - if (DONT_GO_TO(element)) + if (DONT_RUN_INTO(element)) { if (element == EL_ACID && dx == 0 && dy == 1) { @@ -5091,6 +6421,10 @@ boolean MoveFigureOneStep(struct PlayerInfo *player, if (can_move != MF_MOVING) return can_move; + /* check if DigField() has caused relocation of the player */ + if (player->jx != jx || player->jy != jy) + return MF_NO_ACTION; + StorePlayer[jx][jy] = 0; player->last_jx = jx; player->last_jy = jy; @@ -5260,6 +6594,9 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) player->last_move_dir = player->MovDir; player->is_moving = TRUE; +#if 1 + player->snapped = FALSE; +#endif } else { @@ -5272,6 +6609,7 @@ boolean MoveFigure(struct PlayerInfo *player, int dx, int dy) } TestIfHeroTouchesBadThing(jx, jy); + TestIfPlayerTouchesCustomElement(jx, jy); if (!player->active) RemoveHero(player); @@ -5296,7 +6634,9 @@ void ScrollFigure(struct PlayerInfo *player, int mode) if (Feld[last_jx][last_jy] == EL_EMPTY) Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING; +#if 0 DrawPlayer(player); +#endif return; } else if (!FrameReached(&player->actual_frame_counter, 1)) @@ -5312,7 +6652,9 @@ void ScrollFigure(struct PlayerInfo *player, int mode) if (player->MovPos == 0) CheckGravityMovement(player); - DrawPlayer(player); +#if 0 + DrawPlayer(player); /* needed here only to cleanup last field */ +#endif if (player->MovPos == 0) { @@ -5331,6 +6673,7 @@ void ScrollFigure(struct PlayerInfo *player, int mode) if (Feld[jx][jy] == EL_EXIT_OPEN || Feld[jx][jy] == EL_SP_EXIT_OPEN) { + DrawPlayer(player); /* needed here only to cleanup last field */ RemoveHero(player); if (local_player->friends_still_needed == 0 || @@ -5372,47 +6715,167 @@ void ScrollScreen(struct PlayerInfo *player, int mode) ScreenMovDir = MV_NO_MOVING; } -void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) +void TestIfPlayerTouchesCustomElement(int x, int y) { - int i, kill_x = -1, kill_y = -1; - static int test_xy[4][2] = + static boolean check_changing = FALSE; + static int xy[4][2] = { { 0, -1 }, { -1, 0 }, { +1, 0 }, { 0, +1 } }; - static int test_dir[4] = - { - MV_UP, - MV_LEFT, - MV_RIGHT, - MV_DOWN - }; + int i; + + if (check_changing) /* prevent this function from running into a loop */ + return; + + check_changing = TRUE; for (i=0; i<4; i++) { - int test_x, test_y, test_move_dir, test_element; + int xx = x + xy[i][0]; + int yy = y + xy[i][1]; - test_x = good_x + test_xy[i][0]; - test_y = good_y + test_xy[i][1]; - if (!IN_LEV_FIELD(test_x, test_y)) + if (!IN_LEV_FIELD(xx, yy)) continue; - test_move_dir = - (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING); - -#if 0 - test_element = Feld[test_x][test_y]; -#else - test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y); -#endif - - /* 1st case: good thing is moving towards DONT_GO_TO style bad thing; - 2nd case: DONT_TOUCH style bad thing does not move away from good thing - */ - if ((DONT_GO_TO(test_element) && good_move_dir == test_dir[i]) || - (DONT_TOUCH(test_element) && test_move_dir != test_dir[i])) + if (IS_PLAYER(x, y)) + { + CheckTriggeredElementChange(xx, yy, Feld[xx][yy], CE_OTHER_GETS_TOUCHED); + CheckElementChange(xx, yy, Feld[xx][yy], CE_TOUCHED_BY_PLAYER); + } + else if (IS_PLAYER(xx, yy)) + { + CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_GETS_TOUCHED); + CheckElementChange(x, y, Feld[x][y], CE_TOUCHED_BY_PLAYER); + + break; + } + } + + check_changing = FALSE; +} + +void TestIfElementTouchesCustomElement(int x, int y) +{ + static boolean check_changing = FALSE; + static int xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + boolean change_center_element = FALSE; + int center_element_change_page = 0; + int center_element = Feld[x][y]; + int i, j; + + if (check_changing) /* prevent this function from running into a loop */ + return; + + check_changing = TRUE; + + for (i=0; i<4; i++) + { + int xx = x + xy[i][0]; + int yy = y + xy[i][1]; + int border_element; + + if (!IN_LEV_FIELD(xx, yy)) + continue; + + border_element = Feld[xx][yy]; + + /* check for change of center element (but change it only once) */ + if (IS_CUSTOM_ELEMENT(center_element) && + HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) && + !change_center_element) + { + for (j=0; j < element_info[center_element].num_change_pages; j++) + { + struct ElementChangeInfo *change = + &element_info[center_element].change_page[j]; + + if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) && + change->trigger_element == border_element) + { + change_center_element = TRUE; + center_element_change_page = j; + + break; + } + } + } + + /* check for change of border element */ + if (IS_CUSTOM_ELEMENT(border_element) && + HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING)) + { + for (j=0; j < element_info[border_element].num_change_pages; j++) + { + struct ElementChangeInfo *change = + &element_info[border_element].change_page[j]; + + if (change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) && + change->trigger_element == center_element) + { + CheckElementChangeExt(xx,yy, border_element,CE_OTHER_IS_TOUCHING, j); + break; + } + } + } + } + + if (change_center_element) + CheckElementChangeExt(x, y, center_element, CE_OTHER_IS_TOUCHING, + center_element_change_page); + + check_changing = FALSE; +} + +void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir) +{ + int i, kill_x = -1, kill_y = -1; + static int test_xy[4][2] = + { + { 0, -1 }, + { -1, 0 }, + { +1, 0 }, + { 0, +1 } + }; + static int test_dir[4] = + { + MV_UP, + MV_LEFT, + MV_RIGHT, + MV_DOWN + }; + + for (i=0; i<4; i++) + { + int test_x, test_y, test_move_dir, test_element; + + test_x = good_x + test_xy[i][0]; + test_y = good_y + test_xy[i][1]; + if (!IN_LEV_FIELD(test_x, test_y)) + continue; + + test_move_dir = + (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING); + +#if 0 + test_element = Feld[test_x][test_y]; +#else + test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y); +#endif + + /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing; + 2nd case: DONT_TOUCH style bad thing does not move away from good thing + */ + if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) || + (DONT_TOUCH(test_element) && test_move_dir != test_dir[i])) { kill_x = test_x; kill_y = test_y; @@ -5472,11 +6935,11 @@ void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir) test_element = Feld[test_x][test_y]; - /* 1st case: good thing is moving towards DONT_GO_TO style bad thing; + /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing; 2nd case: DONT_TOUCH style bad thing does not move away from good thing */ - if ((DONT_GO_TO(bad_element) && bad_move_dir == test_dir[i]) || - (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i])) + if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) || + (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i])) { /* good thing is player or penguin that does not move away */ if (IS_PLAYER(test_x, test_y)) @@ -5604,8 +7067,8 @@ void KillHero(struct PlayerInfo *player) if (!player->active) return; - if (IS_PFORTE(Feld[jx][jy])) - Feld[jx][jy] = EL_EMPTY; + /* remove accessible field at the player's position */ + Feld[jx][jy] = EL_EMPTY; /* deactivate shield (else Bang()/Explode() would not work right) */ player->shield_normal_time_left = 0; @@ -5628,7 +7091,11 @@ void BuryHero(struct PlayerInfo *player) if (!player->active) return; +#if 1 + PlaySoundLevelElementAction(jx, jy, player->element_nr, ACTION_DYING); +#else PlaySoundLevel(jx, jy, SND_CLASS_PLAYER_DYING); +#endif PlaySoundLevel(jx, jy, SND_GAME_LOSING); player->GameOver = TRUE; @@ -5657,30 +7124,50 @@ void RemoveHero(struct PlayerInfo *player) ExitY = ZY = jy; } -#if 0 /* + ============================================================================= checkDiagonalPushing() ----------------------------------------------------------------------------- check if diagonal input device direction results in pushing of object + (by checking if the alternative direction is walkable, diggable, ...) + ============================================================================= */ -static boolean checkDiagonalPushing(int x, int y, int real_dx, int real_dy) +static boolean checkDiagonalPushing(struct PlayerInfo *player, + int x, int y, int real_dx, int real_dy) { + int jx, jy, dx, dy, xx, yy; + + if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */ + return TRUE; + + /* diagonal direction: check alternative direction */ + jx = player->jx; + jy = player->jy; + dx = x - jx; + dy = y - jy; + xx = jx + (dx == 0 ? real_dx : 0); + yy = jy + (dy == 0 ? real_dy : 0); + + return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy])); } -#endif /* + ============================================================================= DigField() ----------------------------------------------------------------------------- x, y: field next to player (non-diagonal) to try to dig to real_dx, real_dy: direction as read from input device (can be diagonal) + ============================================================================= */ int DigField(struct PlayerInfo *player, int x, int y, int real_dx, int real_dy, int mode) { + boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0)); int jx = player->jx, jy = player->jy; int dx = x - jx, dy = y - jy; + int nextx = x + dx, nexty = y + dy; int move_direction = (dx == -1 ? MV_LEFT : dx == +1 ? MV_RIGHT : dy == -1 ? MV_UP : @@ -5693,22 +7180,29 @@ int DigField(struct PlayerInfo *player, player->is_collecting = FALSE; } - if (player->MovPos == 0) + if (player->MovPos == 0) /* last pushing move finished */ player->Pushing = FALSE; - if (mode == DF_NO_PUSH) + if (mode == DF_NO_PUSH) /* player just stopped pushing */ { player->Switching = FALSE; player->push_delay = 0; + return MF_NO_ACTION; } if (IS_MOVING(x, y) || IS_PLAYER(x, y)) return MF_NO_ACTION; - if (IS_TUBE(Feld[jx][jy])) +#if 0 + if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy])) +#else + if (IS_TUBE(Feld[jx][jy]) || + (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0))) +#endif { int i = 0; + int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]); int tube_leave_directions[][2] = { { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }, @@ -5725,7 +7219,7 @@ int DigField(struct PlayerInfo *player, { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN } }; - while (tube_leave_directions[i][0] != Feld[jx][jy]) + while (tube_leave_directions[i][0] != tube_element) { i++; if (tube_leave_directions[i][0] == -1) /* should not happen */ @@ -5738,160 +7232,12 @@ int DigField(struct PlayerInfo *player, element = Feld[x][y]; + if (mode == DF_SNAP && !IS_SNAPPABLE(element) && + game.engine_version >= VERSION_IDENT(2,2,0)) + return MF_NO_ACTION; + switch (element) { - case EL_EMPTY: - case EL_SAND: - case EL_INVISIBLE_SAND: - case EL_INVISIBLE_SAND_ACTIVE: - case EL_TRAP: - case EL_SP_BASE: - case EL_SP_BUGGY_BASE: - case EL_SP_BUGGY_BASE_ACTIVATING: - RemoveField(x, y); -#if 1 - if (mode != DF_SNAP && element != EL_EMPTY) - { - GfxElement[x][y] = (CAN_BE_CRUMBLED(element) ? EL_SAND : element); - player->is_digging = TRUE; - } -#endif - PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING); - break; - - case EL_EMERALD: - case EL_BD_DIAMOND: - case EL_EMERALD_YELLOW: - case EL_EMERALD_RED: - case EL_EMERALD_PURPLE: - case EL_DIAMOND: - case EL_SP_INFOTRON: - case EL_PEARL: - case EL_CRYSTAL: - RemoveField(x, y); -#if 1 - if (mode != DF_SNAP) - { - GfxElement[x][y] = element; - player->is_collecting = TRUE; - } -#endif - local_player->gems_still_needed -= (element == EL_DIAMOND ? 3 : - element == EL_PEARL ? 5 : - element == EL_CRYSTAL ? 8 : 1); - if (local_player->gems_still_needed < 0) - local_player->gems_still_needed = 0; - RaiseScoreElement(element); - DrawText(DX_EMERALDS, DY_EMERALDS, - int2str(local_player->gems_still_needed, 3), FONT_TEXT_2); - PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING); - break; - - case EL_SPEED_PILL: - RemoveField(x, y); - player->move_delay_value = MOVE_DELAY_HIGH_SPEED; - PlaySoundLevel(x, y, SND_SPEED_PILL_COLLECTING); - break; - - case EL_ENVELOPE: - Feld[x][y] = EL_EMPTY; - PlaySoundLevel(x, y, SND_ENVELOPE_COLLECTING); - break; - - case EL_EXTRA_TIME: - RemoveField(x, y); - if (level.time > 0) - { - TimeLeft += 10; - DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2); - } - PlaySoundStereo(SND_EXTRA_TIME_COLLECTING, SOUND_MIDDLE); - break; - - case EL_SHIELD_NORMAL: - RemoveField(x, y); - player->shield_normal_time_left += 10; - PlaySoundLevel(x, y, SND_SHIELD_NORMAL_COLLECTING); - break; - - case EL_SHIELD_DEADLY: - RemoveField(x, y); - player->shield_normal_time_left += 10; - player->shield_deadly_time_left += 10; - PlaySoundLevel(x, y, SND_SHIELD_DEADLY_COLLECTING); - break; - - case EL_DYNAMITE: - case EL_SP_DISK_RED: - RemoveField(x, y); - player->dynamite++; - player->use_disk_red_graphic = (element == EL_SP_DISK_RED); - RaiseScoreElement(EL_DYNAMITE); - DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3), - FONT_TEXT_2); - PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING); - break; - - case EL_DYNABOMB_INCREASE_NUMBER: - RemoveField(x, y); - player->dynabomb_count++; - player->dynabombs_left++; - RaiseScoreElement(EL_DYNAMITE); - PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_NUMBER_COLLECTING); - break; - - case EL_DYNABOMB_INCREASE_SIZE: - RemoveField(x, y); - player->dynabomb_size++; - RaiseScoreElement(EL_DYNAMITE); - PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_SIZE_COLLECTING); - break; - - case EL_DYNABOMB_INCREASE_POWER: - RemoveField(x, y); - player->dynabomb_xl = TRUE; - RaiseScoreElement(EL_DYNAMITE); - PlaySoundLevel(x, y, SND_DYNABOMB_INCREASE_POWER_COLLECTING); - break; - - case EL_KEY_1: - case EL_KEY_2: - case EL_KEY_3: - case EL_KEY_4: - { - int key_nr = element - EL_KEY_1; - int graphic = el2edimg(element); - - RemoveField(x, y); - player->key[key_nr] = TRUE; - RaiseScoreElement(element); - DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, - graphic); - DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, - graphic); - PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING); - break; - } - - case EL_EM_KEY_1: - case EL_EM_KEY_2: - case EL_EM_KEY_3: - case EL_EM_KEY_4: - { - int key_nr = element - EL_EM_KEY_1; - int graphic = el2edimg(EL_KEY_1 + key_nr); - - RemoveField(x, y); - player->key[key_nr] = TRUE; - RaiseScoreElement(element); - DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, - graphic); - DrawMiniGraphicExt(window, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, - graphic); - PlaySoundLevel(x, y, SND_CLASS_KEY_COLLECTING); - break; - } - case EL_ROBOT_WHEEL: Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE; ZX = x; @@ -5992,137 +7338,6 @@ int DigField(struct PlayerInfo *player, return MF_ACTION; break; - /* the following elements cannot be pushed by "snapping" */ - case EL_ROCK: - case EL_BOMB: - case EL_DX_SUPABOMB: - case EL_NUT: - case EL_TIME_ORB_EMPTY: - case EL_SP_ZONK: - case EL_SP_DISK_ORANGE: - case EL_SPRING: - if (mode == DF_SNAP) - return MF_NO_ACTION; - - /* no "break" -- fall through to next case */ - - /* the following elements can be pushed by "snapping" */ - case EL_BD_ROCK: - if (dy) - return MF_NO_ACTION; - - player->Pushing = TRUE; - - if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy)) - return MF_NO_ACTION; - - if (real_dy) - { - if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy])) - return MF_NO_ACTION; - } - - if (player->push_delay == 0) - player->push_delay = FrameCounter; -#if 0 - if (!FrameReached(&player->push_delay, player->push_delay_value) && - !tape.playing && - element != EL_SPRING) - return MF_NO_ACTION; -#else - if (!FrameReached(&player->push_delay, player->push_delay_value) && - !(tape.playing && tape.file_version < FILE_VERSION_2_0) && - element != EL_SPRING) - return MF_NO_ACTION; -#endif - - if (mode == DF_SNAP) - { - InitMovingField(x, y, move_direction); - ContinueMoving(x, y); - } - else - { - RemoveField(x, y); - Feld[x + dx][y + dy] = element; - } - - if (element == EL_SPRING) - { - Feld[x + dx][y + dy] = EL_SPRING; - MovDir[x + dx][y + dy] = move_direction; - } - - player->push_delay_value = (element == EL_SPRING ? 0 : 2 + RND(8)); - - DrawLevelField(x + dx, y + dy); - PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING); - break; - - case EL_GATE_1: - case EL_GATE_2: - case EL_GATE_3: - case EL_GATE_4: - if (!player->key[element - EL_GATE_1]) - return MF_NO_ACTION; - break; - - case EL_GATE_1_GRAY: - case EL_GATE_2_GRAY: - case EL_GATE_3_GRAY: - case EL_GATE_4_GRAY: - if (!player->key[element - EL_GATE_1_GRAY]) - return MF_NO_ACTION; - break; - - case EL_EM_GATE_1: - case EL_EM_GATE_2: - case EL_EM_GATE_3: - case EL_EM_GATE_4: - if (!player->key[element - EL_EM_GATE_1]) - return MF_NO_ACTION; - if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy)) - return MF_NO_ACTION; - - /* automatically move to the next field with double speed */ - player->programmed_action = move_direction; - DOUBLE_PLAYER_SPEED(player); - - PlaySoundLevel(x, y, SND_CLASS_GATE_PASSING); - break; - - case EL_EM_GATE_1_GRAY: - case EL_EM_GATE_2_GRAY: - case EL_EM_GATE_3_GRAY: - case EL_EM_GATE_4_GRAY: - if (!player->key[element - EL_EM_GATE_1_GRAY]) - return MF_NO_ACTION; - if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy)) - return MF_NO_ACTION; - - /* automatically move to the next field with double speed */ - player->programmed_action = move_direction; - DOUBLE_PLAYER_SPEED(player); - -#if 1 - PlaySoundLevelAction(x, y, ACTION_PASSING); -#else - PlaySoundLevel(x, y, SND_GATE_PASSING); -#endif - break; - - case EL_SWITCHGATE_OPEN: - case EL_TIMEGATE_OPEN: - if (!IN_LEV_FIELD(x + dx, y + dy) || !IS_FREE(x + dx, y + dy)) - return MF_NO_ACTION; - - /* automatically move to the next field with double speed */ - player->programmed_action = move_direction; - DOUBLE_PLAYER_SPEED(player); - - PlaySoundLevelElementAction(x, y, element, ACTION_PASSING); - break; - case EL_SP_PORT_LEFT: case EL_SP_PORT_RIGHT: case EL_SP_PORT_UP: @@ -6154,10 +7369,16 @@ int DigField(struct PlayerInfo *player, element != EL_SP_GRAVITY_PORT_DOWN && element != EL_SP_PORT_VERTICAL && element != EL_SP_PORT_ANY) || - !IN_LEV_FIELD(x + dx, y + dy) || - !IS_FREE(x + dx, y + dy)) + !IN_LEV_FIELD(nextx, nexty) || + !IS_FREE(nextx, nexty)) return MF_NO_ACTION; + if (element == EL_SP_GRAVITY_PORT_LEFT || + element == EL_SP_GRAVITY_PORT_RIGHT || + element == EL_SP_GRAVITY_PORT_UP || + element == EL_SP_GRAVITY_PORT_DOWN) + level.gravity = !level.gravity; + /* automatically move to the next field with double speed */ player->programmed_action = move_direction; DOUBLE_PLAYER_SPEED(player); @@ -6204,28 +7425,10 @@ int DigField(struct PlayerInfo *player, if (!(tube_enter_directions[i][1] & move_direction)) return MF_NO_ACTION; /* tube has no opening in this direction */ - PlaySoundLevel(x, y, SND_CLASS_TUBE_PASSING); + PlaySoundLevel(x, y, SND_CLASS_TUBE_WALKING); } break; - case EL_EXIT_CLOSED: - case EL_SP_EXIT_CLOSED: - case EL_EXIT_OPENING: - return MF_NO_ACTION; - break; - - case EL_EXIT_OPEN: - case EL_SP_EXIT_OPEN: - if (mode == DF_SNAP) - return MF_NO_ACTION; - - if (element == EL_EXIT_OPEN) - PlaySoundLevel(x, y, SND_CLASS_EXIT_PASSING); - else - PlaySoundLevel(x, y, SND_CLASS_SP_EXIT_PASSING); - - break; - case EL_LAMP: Feld[x][y] = EL_LAMP_ACTIVE; local_player->lights_still_needed--; @@ -6243,162 +7446,270 @@ int DigField(struct PlayerInfo *player, return MF_ACTION; break; - case EL_SOKOBAN_FIELD_EMPTY: - break; + default: - case EL_SOKOBAN_OBJECT: - case EL_SOKOBAN_FIELD_FULL: - case EL_SATELLITE: - case EL_SP_DISK_YELLOW: - case EL_BALLOON: - if (mode == DF_SNAP) - return MF_NO_ACTION; + if (IS_WALKABLE(element)) + { + int sound_action = ACTION_WALKING; - player->Pushing = TRUE; + if (element >= EL_GATE_1 && element <= EL_GATE_4) + { + if (!player->key[element - EL_GATE_1]) + return MF_NO_ACTION; + } + else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY) + { + if (!player->key[element - EL_GATE_1_GRAY]) + return MF_NO_ACTION; + } + else if (element == EL_EXIT_OPEN || element == EL_SP_EXIT_OPEN) + { + sound_action = ACTION_PASSING; /* player is passing exit */ + } + else if (element == EL_EMPTY) + { + sound_action = ACTION_MOVING; /* nothing to walk on */ + } - if (!IN_LEV_FIELD(x+dx, y+dy) - || (!IS_FREE(x+dx, y+dy) - && (Feld[x+dx][y+dy] != EL_SOKOBAN_FIELD_EMPTY - || !IS_SB_ELEMENT(element)))) - return MF_NO_ACTION; + /* play sound from background or player, whatever is available */ + if (element_info[element].sound[sound_action] != SND_UNDEFINED) + PlaySoundLevelElementAction(x, y, element, sound_action); + else + PlaySoundLevelElementAction(x, y, player->element_nr, sound_action); - if (dx && real_dy) - { - if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy])) - return MF_NO_ACTION; + break; } - else if (dy && real_dx) + else if (IS_PASSABLE(element)) { - if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy])) + if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty)) return MF_NO_ACTION; - } - - if (player->push_delay == 0) - player->push_delay = FrameCounter; -#if 0 - if (!FrameReached(&player->push_delay, player->push_delay_value) && - !tape.playing && element != EL_BALLOON) - return MF_NO_ACTION; -#else - if (!FrameReached(&player->push_delay, player->push_delay_value) && - !(tape.playing && tape.file_version < FILE_VERSION_2_0) && - element != EL_BALLOON) - return MF_NO_ACTION; -#endif - if (IS_SB_ELEMENT(element)) - { - if (element == EL_SOKOBAN_FIELD_FULL) + if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4) { - Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY; - local_player->sokobanfields_still_needed++; + if (!player->key[element - EL_EM_GATE_1]) + return MF_NO_ACTION; } - else - RemoveField(x, y); - - if (Feld[x+dx][y+dy] == EL_SOKOBAN_FIELD_EMPTY) + else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY) { - Feld[x+dx][y+dy] = EL_SOKOBAN_FIELD_FULL; - local_player->sokobanfields_still_needed--; - if (element == EL_SOKOBAN_OBJECT) -#if 1 - PlaySoundLevelAction(x+dx, y+dy, ACTION_FILLING); -#else - PlaySoundLevel(x, y, SND_CLASS_SOKOBAN_FIELD_FILLING); -#endif - else -#if 1 - PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING); -#else - PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING); -#endif + if (!player->key[element - EL_EM_GATE_1_GRAY]) + return MF_NO_ACTION; } - else + + /* automatically move to the next field with double speed */ + player->programmed_action = move_direction; + DOUBLE_PLAYER_SPEED(player); + + PlaySoundLevelAction(x, y, ACTION_PASSING); + + break; + } + else if (IS_DIGGABLE(element)) + { + RemoveField(x, y); + + if (mode != DF_SNAP) { - Feld[x+dx][y+dy] = EL_SOKOBAN_OBJECT; - if (element == EL_SOKOBAN_FIELD_FULL) #if 1 - PlaySoundLevelAction(x+dx, y+dy, ACTION_EMPTYING); + GfxElement[x][y] = GFX_ELEMENT(element); #else - PlaySoundLevel(x, y, SND_SOKOBAN_FIELD_EMPTYING); -#endif - else -#if 1 - PlaySoundLevelAction(x+dx, y+dy, ACTION_PUSHING); -#else - PlaySoundLevel(x, y, SND_SOKOBAN_OBJECT_PUSHING); + GfxElement[x][y] = + (CAN_BE_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element)); #endif + player->is_digging = TRUE; } + + PlaySoundLevelElementAction(x, y, element, ACTION_DIGGING); + + break; } - else + else if (IS_COLLECTIBLE(element)) { RemoveField(x, y); - Feld[x+dx][y+dy] = element; - PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING); - } - player->push_delay_value = (element == EL_BALLOON ? 0 : 2); + if (mode != DF_SNAP) + { + GfxElement[x][y] = element; + player->is_collecting = TRUE; + } - DrawLevelField(x, y); - DrawLevelField(x + dx, y + dy); + if (element == EL_SPEED_PILL) + player->move_delay_value = MOVE_DELAY_HIGH_SPEED; + else if (element == EL_EXTRA_TIME && level.time > 0) + { + TimeLeft += 10; + DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2); + } + else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY) + { + player->shield_normal_time_left += 10; + if (element == EL_SHIELD_DEADLY) + player->shield_deadly_time_left += 10; + } + else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED) + { + if (player->inventory_size < MAX_INVENTORY_SIZE) + player->inventory_element[player->inventory_size++] = element; - if (IS_SB_ELEMENT(element) && - local_player->sokobanfields_still_needed == 0 && - game.emulation == EMU_SOKOBAN) - { - player->LevelSolved = player->GameOver = TRUE; - PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING); - } + player->use_disk_red_graphic = (element == EL_SP_DISK_RED); - break; + DrawText(DX_DYNAMITE, DY_DYNAMITE, + int2str(local_player->inventory_size, 3), FONT_TEXT_2); + } + else if (element == EL_DYNABOMB_INCREASE_NUMBER) + { + player->dynabomb_count++; + player->dynabombs_left++; + } + else if (element == EL_DYNABOMB_INCREASE_SIZE) + { + player->dynabomb_size++; + } + else if (element == EL_DYNABOMB_INCREASE_POWER) + { + player->dynabomb_xl = TRUE; + } + else if ((element >= EL_KEY_1 && element <= EL_KEY_4) || + (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4)) + { + int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ? + element - EL_KEY_1 : element - EL_EM_KEY_1); - case EL_PENGUIN: - case EL_PIG: - case EL_DRAGON: - break; + player->key[key_nr] = TRUE; - default: - if (IS_PUSHABLE(element)) + DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS, + el2edimg(EL_KEY_1 + key_nr)); + redraw_mask |= REDRAW_DOOR_1; + } + else if (element == EL_ENVELOPE) + { + ShowEnvelope(); + } + else if (IS_DROPPABLE(element)) /* can be collected and dropped */ + { + int i; + + for (i=0; i < element_info[element].collect_count; i++) + if (player->inventory_size < MAX_INVENTORY_SIZE) + player->inventory_element[player->inventory_size++] = element; + + DrawText(DX_DYNAMITE, DY_DYNAMITE, + int2str(local_player->inventory_size, 3), FONT_TEXT_2); + } + else if (element_info[element].collect_count > 0) + { + local_player->gems_still_needed -= + element_info[element].collect_count; + if (local_player->gems_still_needed < 0) + local_player->gems_still_needed = 0; + + DrawText(DX_EMERALDS, DY_EMERALDS, + int2str(local_player->gems_still_needed, 3), FONT_TEXT_2); + } + + RaiseScoreElement(element); + PlaySoundLevelElementAction(x, y, element, ACTION_COLLECTING); + + CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED); + + break; + } + else if (IS_PUSHABLE(element)) { - if (mode == DF_SNAP) + if (mode == DF_SNAP && element != EL_BD_ROCK) return MF_NO_ACTION; if (CAN_FALL(element) && dy) return MF_NO_ACTION; + if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) && + !(element == EL_SPRING && use_spring_bug)) + return MF_NO_ACTION; + + if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING) + return MF_NO_ACTION; + + if (!player->Pushing && + game.engine_version >= RELEASE_IDENT(2,2,0,7)) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + player->Pushing = TRUE; - if (!IN_LEV_FIELD(x+dx, y+dy) || !IS_FREE(x+dx, y+dy)) + if (!(IN_LEV_FIELD(nextx, nexty) && + (IS_FREE(nextx, nexty) || + (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY && + IS_SB_ELEMENT(element))))) return MF_NO_ACTION; - if (dx && real_dy) - { - if (IN_LEV_FIELD(jx, jy+real_dy) && !IS_SOLID(Feld[jx][jy+real_dy])) - return MF_NO_ACTION; - } - else if (dy && real_dx) - { - if (IN_LEV_FIELD(jx+real_dx, jy) && !IS_SOLID(Feld[jx+real_dx][jy])) - return MF_NO_ACTION; - } + if (!checkDiagonalPushing(player, x, y, real_dx, real_dy)) + return MF_NO_ACTION; - if (player->push_delay == 0) + if (player->push_delay == 0) /* new pushing; restart delay */ player->push_delay = FrameCounter; if (!FrameReached(&player->push_delay, player->push_delay_value) && - !(tape.playing && tape.file_version < FILE_VERSION_2_0)) + !(tape.playing && tape.file_version < FILE_VERSION_2_0) && + element != EL_SPRING && element != EL_BALLOON) return MF_NO_ACTION; - RemoveField(x, y); - Feld[x + dx][y + dy] = element; + if (IS_SB_ELEMENT(element)) + { + if (element == EL_SOKOBAN_FIELD_FULL) + { + Back[x][y] = EL_SOKOBAN_FIELD_EMPTY; + local_player->sokobanfields_still_needed++; + } - player->push_delay_value = 2 + RND(8); + if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) + { + Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY; + local_player->sokobanfields_still_needed--; + } + + Feld[x][y] = EL_SOKOBAN_OBJECT; + + if (Back[x][y] == Back[nextx][nexty]) + PlaySoundLevelAction(x, y, ACTION_PUSHING); + else if (Back[x][y] != 0) + PlaySoundLevelElementAction(x, y, EL_SOKOBAN_FIELD_FULL, + ACTION_EMPTYING); + else + PlaySoundLevelElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY, + ACTION_FILLING); + + if (local_player->sokobanfields_still_needed == 0 && + game.emulation == EMU_SOKOBAN) + { + player->LevelSolved = player->GameOver = TRUE; + PlaySoundLevel(x, y, SND_GAME_SOKOBAN_SOLVING); + } + } + else + PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING); + + InitMovingField(x, y, move_direction); + GfxAction[x][y] = ACTION_PUSHING; + + if (mode == DF_SNAP) + ContinueMoving(x, y); + else + MovPos[x][y] = (dx != 0 ? dx : dy); - DrawLevelField(x + dx, y + dy); - PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING); + Pushed[x][y] = TRUE; + Pushed[nextx][nexty] = TRUE; + + if (game.engine_version < RELEASE_IDENT(2,2,0,7)) + player->push_delay_value = GET_NEW_PUSH_DELAY(element); + + CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PUSHED); + CheckElementChange(x, y, element, CE_PUSHED_BY_PLAYER); break; } + else + { + CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_PRESSED); + CheckElementChange(x, y, element, CE_PRESSED_BY_PLAYER); + } return MF_NO_ACTION; } @@ -6415,6 +7726,13 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) { int jx = player->jx, jy = player->jy; int x = jx + dx, y = jy + dy; + int snap_direction = (dx == -1 ? MV_LEFT : + dx == +1 ? MV_RIGHT : + dy == -1 ? MV_UP : + dy == +1 ? MV_DOWN : MV_NO_MOVING); + + if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0)) + return FALSE; if (!player->active || !IN_LEV_FIELD(x, y)) return FALSE; @@ -6433,25 +7751,42 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) { player->is_digging = FALSE; player->is_collecting = FALSE; +#if 1 + player->is_moving = FALSE; +#endif } +#if 0 + printf("::: trying to snap...\n"); +#endif + return FALSE; } if (player->snapped) return FALSE; - player->MovDir = (dx < 0 ? MV_LEFT : - dx > 0 ? MV_RIGHT : - dy < 0 ? MV_UP : - dy > 0 ? MV_DOWN : MV_NO_MOVING); + player->MovDir = snap_direction; - if (!DigField(player, x, y, 0, 0, DF_SNAP)) +#if 1 + player->is_digging = FALSE; + player->is_collecting = FALSE; +#if 1 + player->is_moving = FALSE; +#endif +#endif + + if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION) return FALSE; player->snapped = TRUE; +#if 1 player->is_digging = FALSE; player->is_collecting = FALSE; +#if 1 + player->is_moving = FALSE; +#endif +#endif DrawLevelField(x, y); BackToFront(); @@ -6459,55 +7794,68 @@ boolean SnapField(struct PlayerInfo *player, int dx, int dy) return TRUE; } -boolean PlaceBomb(struct PlayerInfo *player) +boolean DropElement(struct PlayerInfo *player) { int jx = player->jx, jy = player->jy; - int element; + int old_element; if (!player->active || player->MovPos) return FALSE; - element = Feld[jx][jy]; + old_element = Feld[jx][jy]; + + /* check if player has anything that can be dropped */ + if (player->inventory_size == 0 && player->dynabombs_left == 0) + return FALSE; + + /* check if anything can be dropped at the current position */ + if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION) + return FALSE; - if ((player->dynamite == 0 && player->dynabombs_left == 0) || - IS_ACTIVE_BOMB(element) || element == EL_EXPLOSION) + /* collected custom elements can only be dropped on empty fields */ + if (player->inventory_size > 0 && + IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1]) + && old_element != EL_EMPTY) return FALSE; - if (element != EL_EMPTY) - Store[jx][jy] = element; + if (old_element != EL_EMPTY) + Back[jx][jy] = old_element; /* store old element on this field */ MovDelay[jx][jy] = 96; ResetGfxAnimation(jx, jy); ResetRandomAnimationValue(jx, jy); - if (player->dynamite) + if (player->inventory_size > 0) { + int new_element = player->inventory_element[--player->inventory_size]; + +#if 1 + Feld[jx][jy] = (new_element == EL_DYNAMITE ? EL_DYNAMITE_ACTIVE : + new_element == EL_SP_DISK_RED ? EL_SP_DISK_RED_ACTIVE : + new_element); +#else Feld[jx][jy] = (player->use_disk_red_graphic ? EL_SP_DISK_RED_ACTIVE : EL_DYNAMITE_ACTIVE); - player->dynamite--; +#endif + + DrawText(DX_DYNAMITE, DY_DYNAMITE, + int2str(local_player->inventory_size, 3), FONT_TEXT_2); - DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(local_player->dynamite, 3), - FONT_TEXT_2); if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) - { -#if 1 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0); -#else - if (game.emulation == EMU_SUPAPLEX) - DrawGraphic(SCREENX(jx), SCREENY(jy), IMG_SP_DISK_RED, 0); - else - DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), IMG_DYNAMITE_ACTIVE, 0); -#endif - } PlaySoundLevelAction(jx, jy, ACTION_DROPPING); + + CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED); + CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER); } - else + else /* player is dropping a dyna bomb */ { + player->dynabombs_left--; + Feld[jx][jy] = EL_DYNABOMB_PLAYER_1_ACTIVE + (player->element_nr - EL_PLAYER_1); - player->dynabombs_left--; if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy))) DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0); @@ -6637,17 +7985,26 @@ void RaiseScoreElement(int element) case EL_EMERALD_YELLOW: case EL_EMERALD_RED: case EL_EMERALD_PURPLE: + case EL_SP_INFOTRON: RaiseScore(level.score[SC_EMERALD]); break; case EL_DIAMOND: RaiseScore(level.score[SC_DIAMOND]); break; + case EL_CRYSTAL: + RaiseScore(level.score[SC_CRYSTAL]); + break; + case EL_PEARL: + RaiseScore(level.score[SC_PEARL]); + break; case EL_BUG: case EL_BD_BUTTERFLY: + case EL_SP_ELECTRON: RaiseScore(level.score[SC_BUG]); break; case EL_SPACESHIP: case EL_BD_FIREFLY: + case EL_SP_SNIKSNAK: RaiseScore(level.score[SC_SPACESHIP]); break; case EL_YAMYAM: @@ -6664,8 +8021,19 @@ void RaiseScoreElement(int element) RaiseScore(level.score[SC_NUT]); break; case EL_DYNAMITE: + case EL_SP_DISK_RED: + case EL_DYNABOMB_INCREASE_NUMBER: + case EL_DYNABOMB_INCREASE_SIZE: + case EL_DYNABOMB_INCREASE_POWER: RaiseScore(level.score[SC_DYNAMITE]); break; + case EL_SHIELD_NORMAL: + case EL_SHIELD_DEADLY: + RaiseScore(level.score[SC_SHIELD]); + break; + case EL_EXTRA_TIME: + RaiseScore(level.score[SC_TIME_BONUS]); + break; case EL_KEY_1: case EL_KEY_2: case EL_KEY_3: @@ -6673,6 +8041,7 @@ void RaiseScoreElement(int element) RaiseScore(level.score[SC_KEY]); break; default: + RaiseScore(element_info[element].collect_score); break; } } @@ -6691,7 +8060,7 @@ void RequestQuitGame(boolean ask_if_really_quit) else #endif { - game_status = MAINMENU; + game_status = GAME_MODE_MAIN; DrawMainMenu(); } } @@ -6852,7 +8221,7 @@ static void HandleGameButtons(struct GadgetInfo *gi) { int id = gi->custom_id; - if (game_status != PLAYING) + if (game_status != GAME_MODE_PLAYING) return; switch (id) @@ -6899,6 +8268,8 @@ static void HandleGameButtons(struct GadgetInfo *gi) else if (audio.music_available) { setup.sound = setup.sound_music = TRUE; + + SetAudioMode(setup.sound); PlayMusic(level_nr); } break; @@ -6907,14 +8278,20 @@ static void HandleGameButtons(struct GadgetInfo *gi) if (setup.sound_loops) setup.sound_loops = FALSE; else if (audio.loops_available) + { setup.sound = setup.sound_loops = TRUE; + SetAudioMode(setup.sound); + } break; case SOUND_CTRL_ID_SIMPLE: if (setup.sound_simple) setup.sound_simple = FALSE; else if (audio.sound_available) + { setup.sound = setup.sound_simple = TRUE; + SetAudioMode(setup.sound); + } break; default: